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AWS SDK for Go API Reference
import "github.com/aws/aws-sdk-go/service/gamelift"
Overview
Constants

Overview ▾

Package gamelift provides the client and types for making API requests to Amazon GameLift.

Amazon GameLift is a managed service for developers who need a scalable, dedicated server solution for their multiplayer games. Amazon GameLift provides tools for the following tasks: (1) acquire computing resources and deploy game servers, (2) scale game server capacity to meet player demand, (3) host game sessions and manage player access, and (4) track in-depth metrics on player usage and server performance.

The Amazon GameLift service API includes two important function sets:

* Manage game sessions and player access -- Retrieve information on available
game sessions; create new game sessions; send player requests to join
a game session.

* Configure and manage game server resources -- Manage builds, fleets,
queues, and aliases; set autoscaling policies; retrieve logs and metrics.

This reference guide describes the low-level service API for Amazon GameLift. You can use the API functionality with these tools:

* The Amazon Web Services software development kit (AWS SDK (http://aws.amazon.com/tools/#sdk))
is available in multiple languages (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-supported.html#gamelift-supported-clients)
including C++ and C#. Use the SDK to access the API programmatically from
an application, such as a game client.

* The AWS command-line interface (http://aws.amazon.com/cli/) (CLI) tool
is primarily useful for handling administrative actions, such as setting
up and managing Amazon GameLift settings and resources. You can use the
AWS CLI to manage all of your AWS services.

* The AWS Management Console (https://console.aws.amazon.com/gamelift/home)
for Amazon GameLift provides a web interface to manage your Amazon GameLift
settings and resources. The console includes a dashboard for tracking
key resources, including builds and fleets, and displays usage and performance
metrics for your games as customizable graphs.

* Amazon GameLift Local is a tool for testing your game's integration
with Amazon GameLift before deploying it on the service. This tools supports
a subset of key API actions, which can be called from either the AWS CLI
or programmatically. See Testing an Integration (http://docs.aws.amazon.com/gamelift/latest/developerguide/integration-testing-local.html).

MORE RESOURCES

* Amazon GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/)
-- Learn more about Amazon GameLift features and how to use them.

* Lumberyard and Amazon GameLift Tutorials (https://gamedev.amazon.com/forums/tutorials)
-- Get started fast with walkthroughs and sample projects.

* GameDev Blog (http://aws.amazon.com/blogs/gamedev/) -- Stay up to date
with new features and techniques.

* GameDev Forums (https://gamedev.amazon.com/forums/spaces/123/gamelift-discussion.html)
-- Connect with the GameDev community.

* Amazon GameLift Document History (http://docs.aws.amazon.com/gamelift/latest/developerguide/doc-history.html)
-- See changes to the Amazon GameLift service, SDKs, and documentation,
as well as links to release notes.

API SUMMARY

This list offers a functional overview of the Amazon GameLift service API.

Managing Games and Players

Use these actions to start new game sessions, find existing game sessions, track game session status and other information, and enable player access to game sessions.

* Discover existing game sessions

SearchGameSessions -- Retrieve all available game sessions or search for

game sessions that match a set of criteria.

* Start new game sessions

Start new games with Queues to find the best available hosting resources

across multiple regions, minimize player latency, and balance game session
activity for efficiency and cost effectiveness.

StartGameSessionPlacement -- Request a new game session placement and add

one or more players to it.

DescribeGameSessionPlacement -- Get details on a placement request, including

status.

StopGameSessionPlacement -- Cancel a placement request.

CreateGameSession -- Start a new game session on a specific fleet. Available

in Amazon GameLift Local.

* Start new game sessions with FlexMatch matchmaking

StartMatchmaking -- Request matchmaking for one players or a group who want

to play together.

DescribeMatchmaking -- Get details on a matchmaking request, including status.

AcceptMatch -- Register that a player accepts a proposed match, for matches

that require player acceptance.

StopMatchmaking -- Cancel a matchmaking request.

* Manage game session data

DescribeGameSessions -- Retrieve metadata for one or more game sessions,

including length of time active and current player count. Available in
Amazon GameLift Local.

DescribeGameSessionDetails -- Retrieve metadata and the game session protection

setting for one or more game sessions.

UpdateGameSession -- Change game session settings, such as maximum player

count and join policy.

GetGameSessionLogUrl -- Get the location of saved logs for a game session.

* Manage player sessions

CreatePlayerSession -- Send a request for a player to join a game session.

Available in Amazon GameLift Local.

CreatePlayerSessions -- Send a request for multiple players to join a game

session. Available in Amazon GameLift Local.

DescribePlayerSessions -- Get details on player activity, including status,

playing time, and player data. Available in Amazon GameLift Local.

Setting Up and Managing Game Servers

When setting up Amazon GameLift resources for your game, you first create a game build (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) and upload it to Amazon GameLift. You can then use these actions to configure and manage a fleet of resources to run your game servers, scale capacity to meet player demand, access performance and utilization metrics, and more.

* Manage game builds

CreateBuild -- Create a new build using files stored in an Amazon S3 bucket.

(Update uploading permissions with RequestUploadCredentials.) To create
a build and upload files from a local path, use the AWS CLI command upload-build.

ListBuilds -- Get a list of all builds uploaded to a Amazon GameLift region.

DescribeBuild -- Retrieve information associated with a build.

UpdateBuild -- Change build metadata, including build name and version.

DeleteBuild -- Remove a build from Amazon GameLift.

* Manage fleets

CreateFleet -- Configure and activate a new fleet to run a build's game servers.

ListFleets -- Get a list of all fleet IDs in a Amazon GameLift region (all

statuses).

DeleteFleet -- Terminate a fleet that is no longer running game servers or

hosting players.

View / update fleet configurations.

DescribeFleetAttributes / UpdateFleetAttributes -- View or change a fleet's

metadata and settings for game session protection and resource creation
limits.

DescribeFleetPortSettings / UpdateFleetPortSettings -- View or change the

inbound permissions (IP address and port setting ranges) allowed for a
fleet.

DescribeRuntimeConfiguration / UpdateRuntimeConfiguration -- View or change

what server processes (and how many) to run on each instance in a fleet.

* Control fleet capacity

DescribeEC2InstanceLimits -- Retrieve maximum number of instances allowed

for the current AWS account and the current usage level.

DescribeFleetCapacity / UpdateFleetCapacity -- Retrieve the capacity settings

and the current number of instances in a fleet; adjust fleet capacity
settings to scale up or down.

Autoscale -- Manage autoscaling rules and apply them to a fleet.

PutScalingPolicy -- Create a new autoscaling policy, or update an existing

one.

DescribeScalingPolicies -- Retrieve an existing autoscaling policy.

DeleteScalingPolicy -- Delete an autoscaling policy and stop it from affecting

a fleet's capacity.

* Manage VPC peering connections for fleets

CreateVpcPeeringAuthorization -- Authorize a peering connection to one of

your VPCs.

DescribeVpcPeeringAuthorizations -- Retrieve valid peering connection authorizations.

DeleteVpcPeeringAuthorization -- Delete a peering connection authorization.

CreateVpcPeeringConnection -- Establish a peering connection between the

VPC for a Amazon GameLift fleet and one of your VPCs.

DescribeVpcPeeringConnections -- Retrieve information on active or pending

VPC peering connections with a Amazon GameLift fleet.

DeleteVpcPeeringConnection -- Delete a VPC peering connection with a Amazon

GameLift fleet.

* Access fleet activity statistics

DescribeFleetUtilization -- Get current data on the number of server processes,

game sessions, and players currently active on a fleet.

DescribeFleetEvents -- Get a fleet's logged events for a specified time span.

DescribeGameSessions -- Retrieve metadata associated with one or more game

sessions, including length of time active and current player count.

* Remotely access an instance

DescribeInstances -- Get information on each instance in a fleet, including

instance ID, IP address, and status.

GetInstanceAccess -- Request access credentials needed to remotely connect

to a specified instance in a fleet.

* Manage fleet aliases

CreateAlias -- Define a new alias and optionally assign it to a fleet.

ListAliases -- Get all fleet aliases defined in a Amazon GameLift region.

DescribeAlias -- Retrieve information on an existing alias.

UpdateAlias -- Change settings for a alias, such as redirecting it from one

fleet to another.

DeleteAlias -- Remove an alias from the region.

ResolveAlias -- Get the fleet ID that a specified alias points to.

* Manage game session queues

CreateGameSessionQueue -- Create a queue for processing requests for new

game sessions.

DescribeGameSessionQueues -- Retrieve game session queues defined in a Amazon

GameLift region.

UpdateGameSessionQueue -- Change the configuration of a game session queue.

DeleteGameSessionQueue -- Remove a game session queue from the region.

* Manage FlexMatch resources

CreateMatchmakingConfiguration -- Create a matchmaking configuration with

instructions for building a player group and placing in a new game session.

DescribeMatchmakingConfigurations -- Retrieve matchmaking configurations

defined a Amazon GameLift region.

UpdateMatchmakingConfiguration -- Change settings for matchmaking configuration.

queue.

DeleteMatchmakingConfiguration -- Remove a matchmaking configuration from

the region.

CreateMatchmakingRuleSet -- Create a set of rules to use when searching for

player matches.

DescribeMatchmakingRuleSets -- Retrieve matchmaking rule sets defined in

a Amazon GameLift region.

ValidateMatchmakingRuleSet -- Verify syntax for a set of matchmaking rules.

See https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01 for more information on this service.

See gamelift package documentation for more information. https://docs.aws.amazon.com/sdk-for-go/api/service/gamelift/

Using the Client

To contact Amazon GameLift with the SDK use the New function to create a new service client. With that client you can make API requests to the service. These clients are safe to use concurrently.

See the SDK's documentation for more information on how to use the SDK. https://docs.aws.amazon.com/sdk-for-go/api/

See aws.Config documentation for more information on configuring SDK clients. https://docs.aws.amazon.com/sdk-for-go/api/aws/#Config

See the Amazon GameLift client GameLift for more information on creating client for this service. https://docs.aws.amazon.com/sdk-for-go/api/service/gamelift/#New

The stub package, gameliftiface, can be used to provide alternative implementations of service clients, such as mocking the client for testing.

Operations ▾

func New(p client.ConfigProvider, cfgs ...*aws.Config) *GameLift
    AcceptMatch
    AcceptMatchRequest
    AcceptMatchWithContext
    CreateAlias
    CreateAliasRequest
    CreateAliasWithContext
    CreateBuild
    CreateBuildRequest
    CreateBuildWithContext
    CreateFleet
    CreateFleetRequest
    CreateFleetWithContext
    CreateGameSession
    CreateGameSessionQueue
    CreateGameSessionQueueRequest
    CreateGameSessionQueueWithContext
    CreateGameSessionRequest
    CreateGameSessionWithContext
    CreateMatchmakingConfiguration
    CreateMatchmakingConfigurationRequest
    CreateMatchmakingConfigurationWithContext
    CreateMatchmakingRuleSet
    CreateMatchmakingRuleSetRequest
    CreateMatchmakingRuleSetWithContext
    CreatePlayerSession
    CreatePlayerSessionRequest
    CreatePlayerSessionWithContext
    CreatePlayerSessions
    CreatePlayerSessionsRequest
    CreatePlayerSessionsWithContext
    CreateVpcPeeringAuthorization
    CreateVpcPeeringAuthorizationRequest
    CreateVpcPeeringAuthorizationWithContext
    CreateVpcPeeringConnection
    CreateVpcPeeringConnectionRequest
    CreateVpcPeeringConnectionWithContext
    DeleteAlias
    DeleteAliasRequest
    DeleteAliasWithContext
    DeleteBuild
    DeleteBuildRequest
    DeleteBuildWithContext
    DeleteFleet
    DeleteFleetRequest
    DeleteFleetWithContext
    DeleteGameSessionQueue
    DeleteGameSessionQueueRequest
    DeleteGameSessionQueueWithContext
    DeleteMatchmakingConfiguration
    DeleteMatchmakingConfigurationRequest
    DeleteMatchmakingConfigurationWithContext
    DeleteScalingPolicy
    DeleteScalingPolicyRequest
    DeleteScalingPolicyWithContext
    DeleteVpcPeeringAuthorization
    DeleteVpcPeeringAuthorizationRequest
    DeleteVpcPeeringAuthorizationWithContext
    DeleteVpcPeeringConnection
    DeleteVpcPeeringConnectionRequest
    DeleteVpcPeeringConnectionWithContext
    DescribeAlias
    DescribeAliasRequest
    DescribeAliasWithContext
    DescribeBuild
    DescribeBuildRequest
    DescribeBuildWithContext
    DescribeEC2InstanceLimits
    DescribeEC2InstanceLimitsRequest
    DescribeEC2InstanceLimitsWithContext
    DescribeFleetAttributes
    DescribeFleetAttributesRequest
    DescribeFleetAttributesWithContext
    DescribeFleetCapacity
    DescribeFleetCapacityRequest
    DescribeFleetCapacityWithContext
    DescribeFleetEvents
    DescribeFleetEventsRequest
    DescribeFleetEventsWithContext
    DescribeFleetPortSettings
    DescribeFleetPortSettingsRequest
    DescribeFleetPortSettingsWithContext
    DescribeFleetUtilization
    DescribeFleetUtilizationRequest
    DescribeFleetUtilizationWithContext
    DescribeGameSessionDetails
    DescribeGameSessionDetailsRequest
    DescribeGameSessionDetailsWithContext
    DescribeGameSessionPlacement
    DescribeGameSessionPlacementRequest
    DescribeGameSessionPlacementWithContext
    DescribeGameSessionQueues
    DescribeGameSessionQueuesRequest
    DescribeGameSessionQueuesWithContext
    DescribeGameSessions
    DescribeGameSessionsRequest
    DescribeGameSessionsWithContext
    DescribeInstances
    DescribeInstancesRequest
    DescribeInstancesWithContext
    DescribeMatchmaking
    DescribeMatchmakingConfigurations
    DescribeMatchmakingConfigurationsRequest
    DescribeMatchmakingConfigurationsWithContext
    DescribeMatchmakingRequest
    DescribeMatchmakingRuleSets
    DescribeMatchmakingRuleSetsRequest
    DescribeMatchmakingRuleSetsWithContext
    DescribeMatchmakingWithContext
    DescribePlayerSessions
    DescribePlayerSessionsRequest
    DescribePlayerSessionsWithContext
    DescribeRuntimeConfiguration
    DescribeRuntimeConfigurationRequest
    DescribeRuntimeConfigurationWithContext
    DescribeScalingPolicies
    DescribeScalingPoliciesRequest
    DescribeScalingPoliciesWithContext
    DescribeVpcPeeringAuthorizations
    DescribeVpcPeeringAuthorizationsRequest
    DescribeVpcPeeringAuthorizationsWithContext
    DescribeVpcPeeringConnections
    DescribeVpcPeeringConnectionsRequest
    DescribeVpcPeeringConnectionsWithContext
    GetGameSessionLogUrl
    GetGameSessionLogUrlRequest
    GetGameSessionLogUrlWithContext
    GetInstanceAccess
    GetInstanceAccessRequest
    GetInstanceAccessWithContext
    ListAliases
    ListAliasesRequest
    ListAliasesWithContext
    ListBuilds
    ListBuildsRequest
    ListBuildsWithContext
    ListFleets
    ListFleetsRequest
    ListFleetsWithContext
    PutScalingPolicy
    PutScalingPolicyRequest
    PutScalingPolicyWithContext
    RequestUploadCredentials
    RequestUploadCredentialsRequest
    RequestUploadCredentialsWithContext
    ResolveAlias
    ResolveAliasRequest
    ResolveAliasWithContext
    SearchGameSessions
    SearchGameSessionsRequest
    SearchGameSessionsWithContext
    StartGameSessionPlacement
    StartGameSessionPlacementRequest
    StartGameSessionPlacementWithContext
    StartMatchmaking
    StartMatchmakingRequest
    StartMatchmakingWithContext
    StopGameSessionPlacement
    StopGameSessionPlacementRequest
    StopGameSessionPlacementWithContext
    StopMatchmaking
    StopMatchmakingRequest
    StopMatchmakingWithContext
    UpdateAlias
    UpdateAliasRequest
    UpdateAliasWithContext
    UpdateBuild
    UpdateBuildRequest
    UpdateBuildWithContext
    UpdateFleetAttributes
    UpdateFleetAttributesRequest
    UpdateFleetAttributesWithContext
    UpdateFleetCapacity
    UpdateFleetCapacityRequest
    UpdateFleetCapacityWithContext
    UpdateFleetPortSettings
    UpdateFleetPortSettingsRequest
    UpdateFleetPortSettingsWithContext
    UpdateGameSession
    UpdateGameSessionQueue
    UpdateGameSessionQueueRequest
    UpdateGameSessionQueueWithContext
    UpdateGameSessionRequest
    UpdateGameSessionWithContext
    UpdateMatchmakingConfiguration
    UpdateMatchmakingConfigurationRequest
    UpdateMatchmakingConfigurationWithContext
    UpdateRuntimeConfiguration
    UpdateRuntimeConfigurationRequest
    UpdateRuntimeConfigurationWithContext
    ValidateMatchmakingRuleSet
    ValidateMatchmakingRuleSetRequest
    ValidateMatchmakingRuleSetWithContext

Types ▾

type AcceptMatchInput
func (s *AcceptMatchInput) SetAcceptanceType(v string) *AcceptMatchInput
func (s *AcceptMatchInput) SetPlayerIds(v []*string) *AcceptMatchInput
func (s *AcceptMatchInput) SetTicketId(v string) *AcceptMatchInput
type AcceptMatchOutput
type Alias
func (s *Alias) SetAliasArn(v string) *Alias
func (s *Alias) SetAliasId(v string) *Alias
func (s *Alias) SetCreationTime(v time.Time) *Alias
func (s *Alias) SetDescription(v string) *Alias
func (s *Alias) SetLastUpdatedTime(v time.Time) *Alias
func (s *Alias) SetName(v string) *Alias
func (s *Alias) SetRoutingStrategy(v *RoutingStrategy) *Alias
type AttributeValue
func (s *AttributeValue) SetN(v float64) *AttributeValue
func (s *AttributeValue) SetS(v string) *AttributeValue
func (s *AttributeValue) SetSDM(v map[string]*float64) *AttributeValue
func (s *AttributeValue) SetSL(v []*string) *AttributeValue
type AwsCredentials
func (s *AwsCredentials) SetAccessKeyId(v string) *AwsCredentials
func (s *AwsCredentials) SetSecretAccessKey(v string) *AwsCredentials
func (s *AwsCredentials) SetSessionToken(v string) *AwsCredentials
type Build
func (s *Build) SetBuildId(v string) *Build
func (s *Build) SetCreationTime(v time.Time) *Build
func (s *Build) SetName(v string) *Build
func (s *Build) SetOperatingSystem(v string) *Build
func (s *Build) SetSizeOnDisk(v int64) *Build
func (s *Build) SetStatus(v string) *Build
func (s *Build) SetVersion(v string) *Build
type CreateAliasInput
func (s *CreateAliasInput) SetDescription(v string) *CreateAliasInput
func (s *CreateAliasInput) SetName(v string) *CreateAliasInput
func (s *CreateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *CreateAliasInput
type CreateAliasOutput
func (s *CreateAliasOutput) SetAlias(v *Alias) *CreateAliasOutput
type CreateBuildInput
func (s *CreateBuildInput) SetName(v string) *CreateBuildInput
func (s *CreateBuildInput) SetOperatingSystem(v string) *CreateBuildInput
func (s *CreateBuildInput) SetStorageLocation(v *S3Location) *CreateBuildInput
func (s *CreateBuildInput) SetVersion(v string) *CreateBuildInput
type CreateBuildOutput
func (s *CreateBuildOutput) SetBuild(v *Build) *CreateBuildOutput
func (s *CreateBuildOutput) SetStorageLocation(v *S3Location) *CreateBuildOutput
func (s *CreateBuildOutput) SetUploadCredentials(v *AwsCredentials) *CreateBuildOutput
type CreateFleetInput
func (s *CreateFleetInput) SetBuildId(v string) *CreateFleetInput
func (s *CreateFleetInput) SetDescription(v string) *CreateFleetInput
func (s *CreateFleetInput) SetEC2InboundPermissions(v []*IpPermission) *CreateFleetInput
func (s *CreateFleetInput) SetEC2InstanceType(v string) *CreateFleetInput
func (s *CreateFleetInput) SetLogPaths(v []*string) *CreateFleetInput
func (s *CreateFleetInput) SetMetricGroups(v []*string) *CreateFleetInput
func (s *CreateFleetInput) SetName(v string) *CreateFleetInput
func (s *CreateFleetInput) SetNewGameSessionProtectionPolicy(v string) *CreateFleetInput
func (s *CreateFleetInput) SetPeerVpcAwsAccountId(v string) *CreateFleetInput
func (s *CreateFleetInput) SetPeerVpcId(v string) *CreateFleetInput
func (s *CreateFleetInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *CreateFleetInput
func (s *CreateFleetInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *CreateFleetInput
func (s *CreateFleetInput) SetServerLaunchParameters(v string) *CreateFleetInput
func (s *CreateFleetInput) SetServerLaunchPath(v string) *CreateFleetInput
type CreateFleetOutput
func (s *CreateFleetOutput) SetFleetAttributes(v *FleetAttributes) *CreateFleetOutput
type CreateGameSessionInput
func (s *CreateGameSessionInput) SetAliasId(v string) *CreateGameSessionInput
func (s *CreateGameSessionInput) SetCreatorId(v string) *CreateGameSessionInput
func (s *CreateGameSessionInput) SetFleetId(v string) *CreateGameSessionInput
func (s *CreateGameSessionInput) SetGameProperties(v []*GameProperty) *CreateGameSessionInput
func (s *CreateGameSessionInput) SetGameSessionData(v string) *CreateGameSessionInput
func (s *CreateGameSessionInput) SetGameSessionId(v string) *CreateGameSessionInput
func (s *CreateGameSessionInput) SetIdempotencyToken(v string) *CreateGameSessionInput
func (s *CreateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *CreateGameSessionInput
func (s *CreateGameSessionInput) SetName(v string) *CreateGameSessionInput
type CreateGameSessionOutput
func (s *CreateGameSessionOutput) SetGameSession(v *GameSession) *CreateGameSessionOutput
type CreateGameSessionQueueInput
func (s *CreateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *CreateGameSessionQueueInput
func (s *CreateGameSessionQueueInput) SetName(v string) *CreateGameSessionQueueInput
func (s *CreateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *CreateGameSessionQueueInput
func (s *CreateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *CreateGameSessionQueueInput
type CreateGameSessionQueueOutput
func (s *CreateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) *CreateGameSessionQueueOutput
type CreateMatchmakingConfigurationInput
func (s *CreateMatchmakingConfigurationInput) SetAcceptanceRequired(v bool) *CreateMatchmakingConfigurationInput
func (s *CreateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds(v int64) *CreateMatchmakingConfigurationInput
func (s *CreateMatchmakingConfigurationInput) SetAdditionalPlayerCount(v int64) *CreateMatchmakingConfigurationInput
func (s *CreateMatchmakingConfigurationInput) SetCustomEventData(v string) *CreateMatchmakingConfigurationInput
func (s *CreateMatchmakingConfigurationInput) SetDescription(v string) *CreateMatchmakingConfigurationInput
func (s *CreateMatchmakingConfigurationInput) SetGameProperties(v []*GameProperty) *CreateMatchmakingConfigurationInput
func (s *CreateMatchmakingConfigurationInput) SetGameSessionData(v string) *CreateMatchmakingConfigurationInput
func (s *CreateMatchmakingConfigurationInput) SetGameSessionQueueArns(v []*string) *CreateMatchmakingConfigurationInput
func (s *CreateMatchmakingConfigurationInput) SetName(v string) *CreateMatchmakingConfigurationInput
func (s *CreateMatchmakingConfigurationInput) SetNotificationTarget(v string) *CreateMatchmakingConfigurationInput
func (s *CreateMatchmakingConfigurationInput) SetRequestTimeoutSeconds(v int64) *CreateMatchmakingConfigurationInput
func (s *CreateMatchmakingConfigurationInput) SetRuleSetName(v string) *CreateMatchmakingConfigurationInput
type CreateMatchmakingConfigurationOutput
func (s *CreateMatchmakingConfigurationOutput) SetConfiguration(v *MatchmakingConfiguration) *CreateMatchmakingConfigurationOutput
type CreateMatchmakingRuleSetInput
func (s *CreateMatchmakingRuleSetInput) SetName(v string) *CreateMatchmakingRuleSetInput
func (s *CreateMatchmakingRuleSetInput) SetRuleSetBody(v string) *CreateMatchmakingRuleSetInput
type CreateMatchmakingRuleSetOutput
func (s *CreateMatchmakingRuleSetOutput) SetRuleSet(v *MatchmakingRuleSet) *CreateMatchmakingRuleSetOutput
type CreatePlayerSessionInput
func (s *CreatePlayerSessionInput) SetGameSessionId(v string) *CreatePlayerSessionInput
func (s *CreatePlayerSessionInput) SetPlayerData(v string) *CreatePlayerSessionInput
func (s *CreatePlayerSessionInput) SetPlayerId(v string) *CreatePlayerSessionInput
type CreatePlayerSessionOutput
func (s *CreatePlayerSessionOutput) SetPlayerSession(v *PlayerSession) *CreatePlayerSessionOutput
type CreatePlayerSessionsInput
func (s *CreatePlayerSessionsInput) SetGameSessionId(v string) *CreatePlayerSessionsInput
func (s *CreatePlayerSessionsInput) SetPlayerDataMap(v map[string]*string) *CreatePlayerSessionsInput
func (s *CreatePlayerSessionsInput) SetPlayerIds(v []*string) *CreatePlayerSessionsInput
type CreatePlayerSessionsOutput
func (s *CreatePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *CreatePlayerSessionsOutput
type CreateVpcPeeringAuthorizationInput
func (s *CreateVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId(v string) *CreateVpcPeeringAuthorizationInput
func (s *CreateVpcPeeringAuthorizationInput) SetPeerVpcId(v string) *CreateVpcPeeringAuthorizationInput
type CreateVpcPeeringAuthorizationOutput
func (s *CreateVpcPeeringAuthorizationOutput) SetVpcPeeringAuthorization(v *VpcPeeringAuthorization) *CreateVpcPeeringAuthorizationOutput
type CreateVpcPeeringConnectionInput
func (s *CreateVpcPeeringConnectionInput) SetFleetId(v string) *CreateVpcPeeringConnectionInput
func (s *CreateVpcPeeringConnectionInput) SetPeerVpcAwsAccountId(v string) *CreateVpcPeeringConnectionInput
func (s *CreateVpcPeeringConnectionInput) SetPeerVpcId(v string) *CreateVpcPeeringConnectionInput
type CreateVpcPeeringConnectionOutput
type DeleteAliasInput
func (s *DeleteAliasInput) SetAliasId(v string) *DeleteAliasInput
type DeleteAliasOutput
type DeleteBuildInput
func (s *DeleteBuildInput) SetBuildId(v string) *DeleteBuildInput
type DeleteBuildOutput
type DeleteFleetInput
func (s *DeleteFleetInput) SetFleetId(v string) *DeleteFleetInput
type DeleteFleetOutput
type DeleteGameSessionQueueInput
func (s *DeleteGameSessionQueueInput) SetName(v string) *DeleteGameSessionQueueInput
type DeleteGameSessionQueueOutput
type DeleteMatchmakingConfigurationInput
func (s *DeleteMatchmakingConfigurationInput) SetName(v string) *DeleteMatchmakingConfigurationInput
type DeleteMatchmakingConfigurationOutput
type DeleteScalingPolicyInput
func (s *DeleteScalingPolicyInput) SetFleetId(v string) *DeleteScalingPolicyInput
func (s *DeleteScalingPolicyInput) SetName(v string) *DeleteScalingPolicyInput
type DeleteScalingPolicyOutput
type DeleteVpcPeeringAuthorizationInput
func (s *DeleteVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId(v string) *DeleteVpcPeeringAuthorizationInput
func (s *DeleteVpcPeeringAuthorizationInput) SetPeerVpcId(v string) *DeleteVpcPeeringAuthorizationInput
type DeleteVpcPeeringAuthorizationOutput
type DeleteVpcPeeringConnectionInput
func (s *DeleteVpcPeeringConnectionInput) SetFleetId(v string) *DeleteVpcPeeringConnectionInput
func (s *DeleteVpcPeeringConnectionInput) SetVpcPeeringConnectionId(v string) *DeleteVpcPeeringConnectionInput
type DeleteVpcPeeringConnectionOutput
type DescribeAliasInput
func (s *DescribeAliasInput) SetAliasId(v string) *DescribeAliasInput
type DescribeAliasOutput
func (s *DescribeAliasOutput) SetAlias(v *Alias) *DescribeAliasOutput
type DescribeBuildInput
func (s *DescribeBuildInput) SetBuildId(v string) *DescribeBuildInput
type DescribeBuildOutput
func (s *DescribeBuildOutput) SetBuild(v *Build) *DescribeBuildOutput
type DescribeEC2InstanceLimitsInput
func (s *DescribeEC2InstanceLimitsInput) SetEC2InstanceType(v string) *DescribeEC2InstanceLimitsInput
type DescribeEC2InstanceLimitsOutput
func (s *DescribeEC2InstanceLimitsOutput) SetEC2InstanceLimits(v []*EC2InstanceLimit) *DescribeEC2InstanceLimitsOutput
type DescribeFleetAttributesInput
func (s *DescribeFleetAttributesInput) SetFleetIds(v []*string) *DescribeFleetAttributesInput
func (s *DescribeFleetAttributesInput) SetLimit(v int64) *DescribeFleetAttributesInput
func (s *DescribeFleetAttributesInput) SetNextToken(v string) *DescribeFleetAttributesInput
type DescribeFleetAttributesOutput
func (s *DescribeFleetAttributesOutput) SetFleetAttributes(v []*FleetAttributes) *DescribeFleetAttributesOutput
func (s *DescribeFleetAttributesOutput) SetNextToken(v string) *DescribeFleetAttributesOutput
type DescribeFleetCapacityInput
func (s *DescribeFleetCapacityInput) SetFleetIds(v []*string) *DescribeFleetCapacityInput
func (s *DescribeFleetCapacityInput) SetLimit(v int64) *DescribeFleetCapacityInput
func (s *DescribeFleetCapacityInput) SetNextToken(v string) *DescribeFleetCapacityInput
type DescribeFleetCapacityOutput
func (s *DescribeFleetCapacityOutput) SetFleetCapacity(v []*FleetCapacity) *DescribeFleetCapacityOutput
func (s *DescribeFleetCapacityOutput) SetNextToken(v string) *DescribeFleetCapacityOutput
type DescribeFleetEventsInput
func (s *DescribeFleetEventsInput) SetEndTime(v time.Time) *DescribeFleetEventsInput
func (s *DescribeFleetEventsInput) SetFleetId(v string) *DescribeFleetEventsInput
func (s *DescribeFleetEventsInput) SetLimit(v int64) *DescribeFleetEventsInput
func (s *DescribeFleetEventsInput) SetNextToken(v string) *DescribeFleetEventsInput
func (s *DescribeFleetEventsInput) SetStartTime(v time.Time) *DescribeFleetEventsInput
type DescribeFleetEventsOutput
func (s *DescribeFleetEventsOutput) SetEvents(v []*Event) *DescribeFleetEventsOutput
func (s *DescribeFleetEventsOutput) SetNextToken(v string) *DescribeFleetEventsOutput
type DescribeFleetPortSettingsInput
func (s *DescribeFleetPortSettingsInput) SetFleetId(v string) *DescribeFleetPortSettingsInput
type DescribeFleetPortSettingsOutput
func (s *DescribeFleetPortSettingsOutput) SetInboundPermissions(v []*IpPermission) *DescribeFleetPortSettingsOutput
type DescribeFleetUtilizationInput
func (s *DescribeFleetUtilizationInput) SetFleetIds(v []*string) *DescribeFleetUtilizationInput
func (s *DescribeFleetUtilizationInput) SetLimit(v int64) *DescribeFleetUtilizationInput
func (s *DescribeFleetUtilizationInput) SetNextToken(v string) *DescribeFleetUtilizationInput
type DescribeFleetUtilizationOutput
func (s *DescribeFleetUtilizationOutput) SetFleetUtilization(v []*FleetUtilization) *DescribeFleetUtilizationOutput
func (s *DescribeFleetUtilizationOutput) SetNextToken(v string) *DescribeFleetUtilizationOutput
type DescribeGameSessionDetailsInput
func (s *DescribeGameSessionDetailsInput) SetAliasId(v string) *DescribeGameSessionDetailsInput
func (s *DescribeGameSessionDetailsInput) SetFleetId(v string) *DescribeGameSessionDetailsInput
func (s *DescribeGameSessionDetailsInput) SetGameSessionId(v string) *DescribeGameSessionDetailsInput
func (s *DescribeGameSessionDetailsInput) SetLimit(v int64) *DescribeGameSessionDetailsInput
func (s *DescribeGameSessionDetailsInput) SetNextToken(v string) *DescribeGameSessionDetailsInput
func (s *DescribeGameSessionDetailsInput) SetStatusFilter(v string) *DescribeGameSessionDetailsInput
type DescribeGameSessionDetailsOutput
func (s *DescribeGameSessionDetailsOutput) SetGameSessionDetails(v []*GameSessionDetail) *DescribeGameSessionDetailsOutput
func (s *DescribeGameSessionDetailsOutput) SetNextToken(v string) *DescribeGameSessionDetailsOutput
type DescribeGameSessionPlacementInput
func (s *DescribeGameSessionPlacementInput) SetPlacementId(v string) *DescribeGameSessionPlacementInput
type DescribeGameSessionPlacementOutput
func (s *DescribeGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *DescribeGameSessionPlacementOutput
type DescribeGameSessionQueuesInput
func (s *DescribeGameSessionQueuesInput) SetLimit(v int64) *DescribeGameSessionQueuesInput
func (s *DescribeGameSessionQueuesInput) SetNames(v []*string) *DescribeGameSessionQueuesInput
func (s *DescribeGameSessionQueuesInput) SetNextToken(v string) *DescribeGameSessionQueuesInput
type DescribeGameSessionQueuesOutput
func (s *DescribeGameSessionQueuesOutput) SetGameSessionQueues(v []*GameSessionQueue) *DescribeGameSessionQueuesOutput
func (s *DescribeGameSessionQueuesOutput) SetNextToken(v string) *DescribeGameSessionQueuesOutput
type DescribeGameSessionsInput
func (s *DescribeGameSessionsInput) SetAliasId(v string) *DescribeGameSessionsInput
func (s *DescribeGameSessionsInput) SetFleetId(v string) *DescribeGameSessionsInput
func (s *DescribeGameSessionsInput) SetGameSessionId(v string) *DescribeGameSessionsInput
func (s *DescribeGameSessionsInput) SetLimit(v int64) *DescribeGameSessionsInput
func (s *DescribeGameSessionsInput) SetNextToken(v string) *DescribeGameSessionsInput
func (s *DescribeGameSessionsInput) SetStatusFilter(v string) *DescribeGameSessionsInput
type DescribeGameSessionsOutput
func (s *DescribeGameSessionsOutput) SetGameSessions(v []*GameSession) *DescribeGameSessionsOutput
func (s *DescribeGameSessionsOutput) SetNextToken(v string) *DescribeGameSessionsOutput
type DescribeInstancesInput
func (s *DescribeInstancesInput) SetFleetId(v string) *DescribeInstancesInput
func (s *DescribeInstancesInput) SetInstanceId(v string) *DescribeInstancesInput
func (s *DescribeInstancesInput) SetLimit(v int64) *DescribeInstancesInput
func (s *DescribeInstancesInput) SetNextToken(v string) *DescribeInstancesInput
type DescribeInstancesOutput
func (s *DescribeInstancesOutput) SetInstances(v []*Instance) *DescribeInstancesOutput
func (s *DescribeInstancesOutput) SetNextToken(v string) *DescribeInstancesOutput
type DescribeMatchmakingConfigurationsInput
func (s *DescribeMatchmakingConfigurationsInput) SetLimit(v int64) *DescribeMatchmakingConfigurationsInput
func (s *DescribeMatchmakingConfigurationsInput) SetNames(v []*string) *DescribeMatchmakingConfigurationsInput
func (s *DescribeMatchmakingConfigurationsInput) SetNextToken(v string) *DescribeMatchmakingConfigurationsInput
func (s *DescribeMatchmakingConfigurationsInput) SetRuleSetName(v string) *DescribeMatchmakingConfigurationsInput
type DescribeMatchmakingConfigurationsOutput
func (s *DescribeMatchmakingConfigurationsOutput) SetConfigurations(v []*MatchmakingConfiguration) *DescribeMatchmakingConfigurationsOutput
func (s *DescribeMatchmakingConfigurationsOutput) SetNextToken(v string) *DescribeMatchmakingConfigurationsOutput
type DescribeMatchmakingInput
func (s *DescribeMatchmakingInput) SetTicketIds(v []*string) *DescribeMatchmakingInput
type DescribeMatchmakingOutput
func (s *DescribeMatchmakingOutput) SetTicketList(v []*MatchmakingTicket) *DescribeMatchmakingOutput
type DescribeMatchmakingRuleSetsInput
func (s *DescribeMatchmakingRuleSetsInput) SetLimit(v int64) *DescribeMatchmakingRuleSetsInput
func (s *DescribeMatchmakingRuleSetsInput) SetNames(v []*string) *DescribeMatchmakingRuleSetsInput
func (s *DescribeMatchmakingRuleSetsInput) SetNextToken(v string) *DescribeMatchmakingRuleSetsInput
type DescribeMatchmakingRuleSetsOutput
func (s *DescribeMatchmakingRuleSetsOutput) SetNextToken(v string) *DescribeMatchmakingRuleSetsOutput
func (s *DescribeMatchmakingRuleSetsOutput) SetRuleSets(v []*MatchmakingRuleSet) *DescribeMatchmakingRuleSetsOutput
type DescribePlayerSessionsInput
func (s *DescribePlayerSessionsInput) SetGameSessionId(v string) *DescribePlayerSessionsInput
func (s *DescribePlayerSessionsInput) SetLimit(v int64) *DescribePlayerSessionsInput
func (s *DescribePlayerSessionsInput) SetNextToken(v string) *DescribePlayerSessionsInput
func (s *DescribePlayerSessionsInput) SetPlayerId(v string) *DescribePlayerSessionsInput
func (s *DescribePlayerSessionsInput) SetPlayerSessionId(v string) *DescribePlayerSessionsInput
func (s *DescribePlayerSessionsInput) SetPlayerSessionStatusFilter(v string) *DescribePlayerSessionsInput
type DescribePlayerSessionsOutput
func (s *DescribePlayerSessionsOutput) SetNextToken(v string) *DescribePlayerSessionsOutput
func (s *DescribePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *DescribePlayerSessionsOutput
type DescribeRuntimeConfigurationInput
func (s *DescribeRuntimeConfigurationInput) SetFleetId(v string) *DescribeRuntimeConfigurationInput
type DescribeRuntimeConfigurationOutput
func (s *DescribeRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeConfiguration) *DescribeRuntimeConfigurationOutput
type DescribeScalingPoliciesInput
func (s *DescribeScalingPoliciesInput) SetFleetId(v string) *DescribeScalingPoliciesInput
func (s *DescribeScalingPoliciesInput) SetLimit(v int64) *DescribeScalingPoliciesInput
func (s *DescribeScalingPoliciesInput) SetNextToken(v string) *DescribeScalingPoliciesInput
func (s *DescribeScalingPoliciesInput) SetStatusFilter(v string) *DescribeScalingPoliciesInput
type DescribeScalingPoliciesOutput
func (s *DescribeScalingPoliciesOutput) SetNextToken(v string) *DescribeScalingPoliciesOutput
func (s *DescribeScalingPoliciesOutput) SetScalingPolicies(v []*ScalingPolicy) *DescribeScalingPoliciesOutput
type DescribeVpcPeeringAuthorizationsInput
type DescribeVpcPeeringAuthorizationsOutput
func (s *DescribeVpcPeeringAuthorizationsOutput) SetVpcPeeringAuthorizations(v []*VpcPeeringAuthorization) *DescribeVpcPeeringAuthorizationsOutput
type DescribeVpcPeeringConnectionsInput
func (s *DescribeVpcPeeringConnectionsInput) SetFleetId(v string) *DescribeVpcPeeringConnectionsInput
type DescribeVpcPeeringConnectionsOutput
func (s *DescribeVpcPeeringConnectionsOutput) SetVpcPeeringConnections(v []*VpcPeeringConnection) *DescribeVpcPeeringConnectionsOutput
type DesiredPlayerSession
func (s *DesiredPlayerSession) SetPlayerData(v string) *DesiredPlayerSession
func (s *DesiredPlayerSession) SetPlayerId(v string) *DesiredPlayerSession
type EC2InstanceCounts
func (s *EC2InstanceCounts) SetACTIVE(v int64) *EC2InstanceCounts
func (s *EC2InstanceCounts) SetDESIRED(v int64) *EC2InstanceCounts
func (s *EC2InstanceCounts) SetIDLE(v int64) *EC2InstanceCounts
func (s *EC2InstanceCounts) SetMAXIMUM(v int64) *EC2InstanceCounts
func (s *EC2InstanceCounts) SetMINIMUM(v int64) *EC2InstanceCounts
func (s *EC2InstanceCounts) SetPENDING(v int64) *EC2InstanceCounts
func (s *EC2InstanceCounts) SetTERMINATING(v int64) *EC2InstanceCounts
type EC2InstanceLimit
func (s *EC2InstanceLimit) SetCurrentInstances(v int64) *EC2InstanceLimit
func (s *EC2InstanceLimit) SetEC2InstanceType(v string) *EC2InstanceLimit
func (s *EC2InstanceLimit) SetInstanceLimit(v int64) *EC2InstanceLimit
type Event
func (s *Event) SetEventCode(v string) *Event
func (s *Event) SetEventId(v string) *Event
func (s *Event) SetEventTime(v time.Time) *Event
func (s *Event) SetMessage(v string) *Event
func (s *Event) SetPreSignedLogUrl(v string) *Event
func (s *Event) SetResourceId(v string) *Event
type FleetAttributes
func (s *FleetAttributes) SetBuildId(v string) *FleetAttributes
func (s *FleetAttributes) SetCreationTime(v time.Time) *FleetAttributes
func (s *FleetAttributes) SetDescription(v string) *FleetAttributes
func (s *FleetAttributes) SetFleetArn(v string) *FleetAttributes
func (s *FleetAttributes) SetFleetId(v string) *FleetAttributes
func (s *FleetAttributes) SetLogPaths(v []*string) *FleetAttributes
func (s *FleetAttributes) SetMetricGroups(v []*string) *FleetAttributes
func (s *FleetAttributes) SetName(v string) *FleetAttributes
func (s *FleetAttributes) SetNewGameSessionProtectionPolicy(v string) *FleetAttributes
func (s *FleetAttributes) SetOperatingSystem(v string) *FleetAttributes
func (s *FleetAttributes) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *FleetAttributes
func (s *FleetAttributes) SetServerLaunchParameters(v string) *FleetAttributes
func (s *FleetAttributes) SetServerLaunchPath(v string) *FleetAttributes
func (s *FleetAttributes) SetStatus(v string) *FleetAttributes
func (s *FleetAttributes) SetTerminationTime(v time.Time) *FleetAttributes
type FleetCapacity
func (s *FleetCapacity) SetFleetId(v string) *FleetCapacity
func (s *FleetCapacity) SetInstanceCounts(v *EC2InstanceCounts) *FleetCapacity
func (s *FleetCapacity) SetInstanceType(v string) *FleetCapacity
type FleetUtilization
func (s *FleetUtilization) SetActiveGameSessionCount(v int64) *FleetUtilization
func (s *FleetUtilization) SetActiveServerProcessCount(v int64) *FleetUtilization
func (s *FleetUtilization) SetCurrentPlayerSessionCount(v int64) *FleetUtilization
func (s *FleetUtilization) SetFleetId(v string) *FleetUtilization
func (s *FleetUtilization) SetMaximumPlayerSessionCount(v int64) *FleetUtilization
type GameLift
type GameProperty
func (s *GameProperty) SetKey(v string) *GameProperty
func (s *GameProperty) SetValue(v string) *GameProperty
type GameSession
func (s *GameSession) SetCreationTime(v time.Time) *GameSession
func (s *GameSession) SetCreatorId(v string) *GameSession
func (s *GameSession) SetCurrentPlayerSessionCount(v int64) *GameSession
func (s *GameSession) SetFleetId(v string) *GameSession
func (s *GameSession) SetGameProperties(v []*GameProperty) *GameSession
func (s *GameSession) SetGameSessionData(v string) *GameSession
func (s *GameSession) SetGameSessionId(v string) *GameSession
func (s *GameSession) SetIpAddress(v string) *GameSession
func (s *GameSession) SetMaximumPlayerSessionCount(v int64) *GameSession
func (s *GameSession) SetName(v string) *GameSession
func (s *GameSession) SetPlayerSessionCreationPolicy(v string) *GameSession
func (s *GameSession) SetPort(v int64) *GameSession
func (s *GameSession) SetStatus(v string) *GameSession
func (s *GameSession) SetTerminationTime(v time.Time) *GameSession
type GameSessionConnectionInfo
func (s *GameSessionConnectionInfo) SetGameSessionArn(v string) *GameSessionConnectionInfo
func (s *GameSessionConnectionInfo) SetIpAddress(v string) *GameSessionConnectionInfo
func (s *GameSessionConnectionInfo) SetMatchedPlayerSessions(v []*MatchedPlayerSession) *GameSessionConnectionInfo
func (s *GameSessionConnectionInfo) SetPort(v int64) *GameSessionConnectionInfo
type GameSessionDetail
func (s *GameSessionDetail) SetGameSession(v *GameSession) *GameSessionDetail
func (s *GameSessionDetail) SetProtectionPolicy(v string) *GameSessionDetail
type GameSessionPlacement
func (s *GameSessionPlacement) SetEndTime(v time.Time) *GameSessionPlacement
func (s *GameSessionPlacement) SetGameProperties(v []*GameProperty) *GameSessionPlacement
func (s *GameSessionPlacement) SetGameSessionArn(v string) *GameSessionPlacement
func (s *GameSessionPlacement) SetGameSessionData(v string) *GameSessionPlacement
func (s *GameSessionPlacement) SetGameSessionId(v string) *GameSessionPlacement
func (s *GameSessionPlacement) SetGameSessionName(v string) *GameSessionPlacement
func (s *GameSessionPlacement) SetGameSessionQueueName(v string) *GameSessionPlacement
func (s *GameSessionPlacement) SetGameSessionRegion(v string) *GameSessionPlacement
func (s *GameSessionPlacement) SetIpAddress(v string) *GameSessionPlacement
func (s *GameSessionPlacement) SetMaximumPlayerSessionCount(v int64) *GameSessionPlacement
func (s *GameSessionPlacement) SetPlacedPlayerSessions(v []*PlacedPlayerSession) *GameSessionPlacement
func (s *GameSessionPlacement) SetPlacementId(v string) *GameSessionPlacement
func (s *GameSessionPlacement) SetPlayerLatencies(v []*PlayerLatency) *GameSessionPlacement
func (s *GameSessionPlacement) SetPort(v int64) *GameSessionPlacement
func (s *GameSessionPlacement) SetStartTime(v time.Time) *GameSessionPlacement
func (s *GameSessionPlacement) SetStatus(v string) *GameSessionPlacement
type GameSessionQueue
func (s *GameSessionQueue) SetDestinations(v []*GameSessionQueueDestination) *GameSessionQueue
func (s *GameSessionQueue) SetGameSessionQueueArn(v string) *GameSessionQueue
func (s *GameSessionQueue) SetName(v string) *GameSessionQueue
func (s *GameSessionQueue) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *GameSessionQueue
func (s *GameSessionQueue) SetTimeoutInSeconds(v int64) *GameSessionQueue
type GameSessionQueueDestination
func (s *GameSessionQueueDestination) SetDestinationArn(v string) *GameSessionQueueDestination
type GetGameSessionLogUrlInput
func (s *GetGameSessionLogUrlInput) SetGameSessionId(v string) *GetGameSessionLogUrlInput
type GetGameSessionLogUrlOutput
func (s *GetGameSessionLogUrlOutput) SetPreSignedUrl(v string) *GetGameSessionLogUrlOutput
type GetInstanceAccessInput
func (s *GetInstanceAccessInput) SetFleetId(v string) *GetInstanceAccessInput
func (s *GetInstanceAccessInput) SetInstanceId(v string) *GetInstanceAccessInput
type GetInstanceAccessOutput
func (s *GetInstanceAccessOutput) SetInstanceAccess(v *InstanceAccess) *GetInstanceAccessOutput
type Instance
func (s *Instance) SetCreationTime(v time.Time) *Instance
func (s *Instance) SetFleetId(v string) *Instance
func (s *Instance) SetInstanceId(v string) *Instance
func (s *Instance) SetIpAddress(v string) *Instance
func (s *Instance) SetOperatingSystem(v string) *Instance
func (s *Instance) SetStatus(v string) *Instance
func (s *Instance) SetType(v string) *Instance
type InstanceAccess
func (s *InstanceAccess) SetCredentials(v *InstanceCredentials) *InstanceAccess
func (s *InstanceAccess) SetFleetId(v string) *InstanceAccess
func (s *InstanceAccess) SetInstanceId(v string) *InstanceAccess
func (s *InstanceAccess) SetIpAddress(v string) *InstanceAccess
func (s *InstanceAccess) SetOperatingSystem(v string) *InstanceAccess
type InstanceCredentials
func (s *InstanceCredentials) SetSecret(v string) *InstanceCredentials
func (s *InstanceCredentials) SetUserName(v string) *InstanceCredentials
type IpPermission
func (s *IpPermission) SetFromPort(v int64) *IpPermission
func (s *IpPermission) SetIpRange(v string) *IpPermission
func (s *IpPermission) SetProtocol(v string) *IpPermission
func (s *IpPermission) SetToPort(v int64) *IpPermission
type ListAliasesInput
func (s *ListAliasesInput) SetLimit(v int64) *ListAliasesInput
func (s *ListAliasesInput) SetName(v string) *ListAliasesInput
func (s *ListAliasesInput) SetNextToken(v string) *ListAliasesInput
func (s *ListAliasesInput) SetRoutingStrategyType(v string) *ListAliasesInput
type ListAliasesOutput
func (s *ListAliasesOutput) SetAliases(v []*Alias) *ListAliasesOutput
func (s *ListAliasesOutput) SetNextToken(v string) *ListAliasesOutput
type ListBuildsInput
func (s *ListBuildsInput) SetLimit(v int64) *ListBuildsInput
func (s *ListBuildsInput) SetNextToken(v string) *ListBuildsInput
func (s *ListBuildsInput) SetStatus(v string) *ListBuildsInput
type ListBuildsOutput
func (s *ListBuildsOutput) SetBuilds(v []*Build) *ListBuildsOutput
func (s *ListBuildsOutput) SetNextToken(v string) *ListBuildsOutput
type ListFleetsInput
func (s *ListFleetsInput) SetBuildId(v string) *ListFleetsInput
func (s *ListFleetsInput) SetLimit(v int64) *ListFleetsInput
func (s *ListFleetsInput) SetNextToken(v string) *ListFleetsInput
type ListFleetsOutput
func (s *ListFleetsOutput) SetFleetIds(v []*string) *ListFleetsOutput
func (s *ListFleetsOutput) SetNextToken(v string) *ListFleetsOutput
type MatchedPlayerSession
func (s *MatchedPlayerSession) SetPlayerId(v string) *MatchedPlayerSession
func (s *MatchedPlayerSession) SetPlayerSessionId(v string) *MatchedPlayerSession
type MatchmakingConfiguration
func (s *MatchmakingConfiguration) SetAcceptanceRequired(v bool) *MatchmakingConfiguration
func (s *MatchmakingConfiguration) SetAcceptanceTimeoutSeconds(v int64) *MatchmakingConfiguration
func (s *MatchmakingConfiguration) SetAdditionalPlayerCount(v int64) *MatchmakingConfiguration
func (s *MatchmakingConfiguration) SetCreationTime(v time.Time) *MatchmakingConfiguration
func (s *MatchmakingConfiguration) SetCustomEventData(v string) *MatchmakingConfiguration
func (s *MatchmakingConfiguration) SetDescription(v string) *MatchmakingConfiguration
func (s *MatchmakingConfiguration) SetGameProperties(v []*GameProperty) *MatchmakingConfiguration
func (s *MatchmakingConfiguration) SetGameSessionData(v string) *MatchmakingConfiguration
func (s *MatchmakingConfiguration) SetGameSessionQueueArns(v []*string) *MatchmakingConfiguration
func (s *MatchmakingConfiguration) SetName(v string) *MatchmakingConfiguration
func (s *MatchmakingConfiguration) SetNotificationTarget(v string) *MatchmakingConfiguration
func (s *MatchmakingConfiguration) SetRequestTimeoutSeconds(v int64) *MatchmakingConfiguration
func (s *MatchmakingConfiguration) SetRuleSetName(v string) *MatchmakingConfiguration
type MatchmakingRuleSet
func (s *MatchmakingRuleSet) SetCreationTime(v time.Time) *MatchmakingRuleSet
func (s *MatchmakingRuleSet) SetRuleSetBody(v string) *MatchmakingRuleSet
func (s *MatchmakingRuleSet) SetRuleSetName(v string) *MatchmakingRuleSet
type MatchmakingTicket
func (s *MatchmakingTicket) SetConfigurationName(v string) *MatchmakingTicket
func (s *MatchmakingTicket) SetEndTime(v time.Time) *MatchmakingTicket
func (s *MatchmakingTicket) SetEstimatedWaitTime(v int64) *MatchmakingTicket
func (s *MatchmakingTicket) SetGameSessionConnectionInfo(v *GameSessionConnectionInfo) *MatchmakingTicket
func (s *MatchmakingTicket) SetPlayers(v []*Player) *MatchmakingTicket
func (s *MatchmakingTicket) SetStartTime(v time.Time) *MatchmakingTicket
func (s *MatchmakingTicket) SetStatus(v string) *MatchmakingTicket
func (s *MatchmakingTicket) SetStatusMessage(v string) *MatchmakingTicket
func (s *MatchmakingTicket) SetStatusReason(v string) *MatchmakingTicket
func (s *MatchmakingTicket) SetTicketId(v string) *MatchmakingTicket
type PlacedPlayerSession
func (s *PlacedPlayerSession) SetPlayerId(v string) *PlacedPlayerSession
func (s *PlacedPlayerSession) SetPlayerSessionId(v string) *PlacedPlayerSession
type Player
func (s *Player) SetLatencyInMs(v map[string]*int64) *Player
func (s *Player) SetPlayerAttributes(v map[string]*AttributeValue) *Player
func (s *Player) SetPlayerId(v string) *Player
func (s *Player) SetTeam(v string) *Player
type PlayerLatency
func (s *PlayerLatency) SetLatencyInMilliseconds(v float64) *PlayerLatency
func (s *PlayerLatency) SetPlayerId(v string) *PlayerLatency
func (s *PlayerLatency) SetRegionIdentifier(v string) *PlayerLatency
type PlayerLatencyPolicy
func (s *PlayerLatencyPolicy) SetMaximumIndividualPlayerLatencyMilliseconds(v int64) *PlayerLatencyPolicy
func (s *PlayerLatencyPolicy) SetPolicyDurationSeconds(v int64) *PlayerLatencyPolicy
type PlayerSession
func (s *PlayerSession) SetCreationTime(v time.Time) *PlayerSession
func (s *PlayerSession) SetFleetId(v string) *PlayerSession
func (s *PlayerSession) SetGameSessionId(v string) *PlayerSession
func (s *PlayerSession) SetIpAddress(v string) *PlayerSession
func (s *PlayerSession) SetPlayerData(v string) *PlayerSession
func (s *PlayerSession) SetPlayerId(v string) *PlayerSession
func (s *PlayerSession) SetPlayerSessionId(v string) *PlayerSession
func (s *PlayerSession) SetPort(v int64) *PlayerSession
func (s *PlayerSession) SetStatus(v string) *PlayerSession
func (s *PlayerSession) SetTerminationTime(v time.Time) *PlayerSession
type PutScalingPolicyInput
func (s *PutScalingPolicyInput) SetComparisonOperator(v string) *PutScalingPolicyInput
func (s *PutScalingPolicyInput) SetEvaluationPeriods(v int64) *PutScalingPolicyInput
func (s *PutScalingPolicyInput) SetFleetId(v string) *PutScalingPolicyInput
func (s *PutScalingPolicyInput) SetMetricName(v string) *PutScalingPolicyInput
func (s *PutScalingPolicyInput) SetName(v string) *PutScalingPolicyInput
func (s *PutScalingPolicyInput) SetScalingAdjustment(v int64) *PutScalingPolicyInput
func (s *PutScalingPolicyInput) SetScalingAdjustmentType(v string) *PutScalingPolicyInput
func (s *PutScalingPolicyInput) SetThreshold(v float64) *PutScalingPolicyInput
type PutScalingPolicyOutput
func (s *PutScalingPolicyOutput) SetName(v string) *PutScalingPolicyOutput
type RequestUploadCredentialsInput
func (s *RequestUploadCredentialsInput) SetBuildId(v string) *RequestUploadCredentialsInput
type RequestUploadCredentialsOutput
func (s *RequestUploadCredentialsOutput) SetStorageLocation(v *S3Location) *RequestUploadCredentialsOutput
func (s *RequestUploadCredentialsOutput) SetUploadCredentials(v *AwsCredentials) *RequestUploadCredentialsOutput
type ResolveAliasInput
func (s *ResolveAliasInput) SetAliasId(v string) *ResolveAliasInput
type ResolveAliasOutput
func (s *ResolveAliasOutput) SetFleetId(v string) *ResolveAliasOutput
type ResourceCreationLimitPolicy
func (s *ResourceCreationLimitPolicy) SetNewGameSessionsPerCreator(v int64) *ResourceCreationLimitPolicy
func (s *ResourceCreationLimitPolicy) SetPolicyPeriodInMinutes(v int64) *ResourceCreationLimitPolicy
type RoutingStrategy
func (s *RoutingStrategy) SetFleetId(v string) *RoutingStrategy
func (s *RoutingStrategy) SetMessage(v string) *RoutingStrategy
func (s *RoutingStrategy) SetType(v string) *RoutingStrategy
type RuntimeConfiguration
func (s *RuntimeConfiguration) SetGameSessionActivationTimeoutSeconds(v int64) *RuntimeConfiguration
func (s *RuntimeConfiguration) SetMaxConcurrentGameSessionActivations(v int64) *RuntimeConfiguration
func (s *RuntimeConfiguration) SetServerProcesses(v []*ServerProcess) *RuntimeConfiguration
type S3Location
func (s *S3Location) SetBucket(v string) *S3Location
func (s *S3Location) SetKey(v string) *S3Location
func (s *S3Location) SetRoleArn(v string) *S3Location
type ScalingPolicy
func (s *ScalingPolicy) SetComparisonOperator(v string) *ScalingPolicy
func (s *ScalingPolicy) SetEvaluationPeriods(v int64) *ScalingPolicy
func (s *ScalingPolicy) SetFleetId(v string) *ScalingPolicy
func (s *ScalingPolicy) SetMetricName(v string) *ScalingPolicy
func (s *ScalingPolicy) SetName(v string) *ScalingPolicy
func (s *ScalingPolicy) SetScalingAdjustment(v int64) *ScalingPolicy
func (s *ScalingPolicy) SetScalingAdjustmentType(v string) *ScalingPolicy
func (s *ScalingPolicy) SetStatus(v string) *ScalingPolicy
func (s *ScalingPolicy) SetThreshold(v float64) *ScalingPolicy
type SearchGameSessionsInput
func (s *SearchGameSessionsInput) SetAliasId(v string) *SearchGameSessionsInput
func (s *SearchGameSessionsInput) SetFilterExpression(v string) *SearchGameSessionsInput
func (s *SearchGameSessionsInput) SetFleetId(v string) *SearchGameSessionsInput
func (s *SearchGameSessionsInput) SetLimit(v int64) *SearchGameSessionsInput
func (s *SearchGameSessionsInput) SetNextToken(v string) *SearchGameSessionsInput
func (s *SearchGameSessionsInput) SetSortExpression(v string) *SearchGameSessionsInput
type SearchGameSessionsOutput
func (s *SearchGameSessionsOutput) SetGameSessions(v []*GameSession) *SearchGameSessionsOutput
func (s *SearchGameSessionsOutput) SetNextToken(v string) *SearchGameSessionsOutput
type ServerProcess
func (s *ServerProcess) SetConcurrentExecutions(v int64) *ServerProcess
func (s *ServerProcess) SetLaunchPath(v string) *ServerProcess
func (s *ServerProcess) SetParameters(v string) *ServerProcess
type StartGameSessionPlacementInput
func (s *StartGameSessionPlacementInput) SetDesiredPlayerSessions(v []*DesiredPlayerSession) *StartGameSessionPlacementInput
func (s *StartGameSessionPlacementInput) SetGameProperties(v []*GameProperty) *StartGameSessionPlacementInput
func (s *StartGameSessionPlacementInput) SetGameSessionData(v string) *StartGameSessionPlacementInput
func (s *StartGameSessionPlacementInput) SetGameSessionName(v string) *StartGameSessionPlacementInput
func (s *StartGameSessionPlacementInput) SetGameSessionQueueName(v string) *StartGameSessionPlacementInput
func (s *StartGameSessionPlacementInput) SetMaximumPlayerSessionCount(v int64) *StartGameSessionPlacementInput
func (s *StartGameSessionPlacementInput) SetPlacementId(v string) *StartGameSessionPlacementInput
func (s *StartGameSessionPlacementInput) SetPlayerLatencies(v []*PlayerLatency) *StartGameSessionPlacementInput
type StartGameSessionPlacementOutput
func (s *StartGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *StartGameSessionPlacementOutput
type StartMatchmakingInput
func (s *StartMatchmakingInput) SetConfigurationName(v string) *StartMatchmakingInput
func (s *StartMatchmakingInput) SetPlayers(v []*Player) *StartMatchmakingInput
func (s *StartMatchmakingInput) SetTicketId(v string) *StartMatchmakingInput
type StartMatchmakingOutput
func (s *StartMatchmakingOutput) SetMatchmakingTicket(v *MatchmakingTicket) *StartMatchmakingOutput
type StopGameSessionPlacementInput
func (s *StopGameSessionPlacementInput) SetPlacementId(v string) *StopGameSessionPlacementInput
type StopGameSessionPlacementOutput
func (s *StopGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *StopGameSessionPlacementOutput
type StopMatchmakingInput
func (s *StopMatchmakingInput) SetTicketId(v string) *StopMatchmakingInput
type StopMatchmakingOutput
type UpdateAliasInput
func (s *UpdateAliasInput) SetAliasId(v string) *UpdateAliasInput
func (s *UpdateAliasInput) SetDescription(v string) *UpdateAliasInput
func (s *UpdateAliasInput) SetName(v string) *UpdateAliasInput
func (s *UpdateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *UpdateAliasInput
type UpdateAliasOutput
func (s *UpdateAliasOutput) SetAlias(v *Alias) *UpdateAliasOutput
type UpdateBuildInput
func (s *UpdateBuildInput) SetBuildId(v string) *UpdateBuildInput
func (s *UpdateBuildInput) SetName(v string) *UpdateBuildInput
func (s *UpdateBuildInput) SetVersion(v string) *UpdateBuildInput
type UpdateBuildOutput
func (s *UpdateBuildOutput) SetBuild(v *Build) *UpdateBuildOutput
type UpdateFleetAttributesInput
func (s *UpdateFleetAttributesInput) SetDescription(v string) *UpdateFleetAttributesInput
func (s *UpdateFleetAttributesInput) SetFleetId(v string) *UpdateFleetAttributesInput
func (s *UpdateFleetAttributesInput) SetMetricGroups(v []*string) *UpdateFleetAttributesInput
func (s *UpdateFleetAttributesInput) SetName(v string) *UpdateFleetAttributesInput
func (s *UpdateFleetAttributesInput) SetNewGameSessionProtectionPolicy(v string) *UpdateFleetAttributesInput
func (s *UpdateFleetAttributesInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *UpdateFleetAttributesInput
type UpdateFleetAttributesOutput
func (s *UpdateFleetAttributesOutput) SetFleetId(v string) *UpdateFleetAttributesOutput
type UpdateFleetCapacityInput
func (s *UpdateFleetCapacityInput) SetDesiredInstances(v int64) *UpdateFleetCapacityInput
func (s *UpdateFleetCapacityInput) SetFleetId(v string) *UpdateFleetCapacityInput
func (s *UpdateFleetCapacityInput) SetMaxSize(v int64) *UpdateFleetCapacityInput
func (s *UpdateFleetCapacityInput) SetMinSize(v int64) *UpdateFleetCapacityInput
type UpdateFleetCapacityOutput
func (s *UpdateFleetCapacityOutput) SetFleetId(v string) *UpdateFleetCapacityOutput
type UpdateFleetPortSettingsInput
func (s *UpdateFleetPortSettingsInput) SetFleetId(v string) *UpdateFleetPortSettingsInput
func (s *UpdateFleetPortSettingsInput) SetInboundPermissionAuthorizations(v []*IpPermission) *UpdateFleetPortSettingsInput
func (s *UpdateFleetPortSettingsInput) SetInboundPermissionRevocations(v []*IpPermission) *UpdateFleetPortSettingsInput
type UpdateFleetPortSettingsOutput
func (s *UpdateFleetPortSettingsOutput) SetFleetId(v string) *UpdateFleetPortSettingsOutput
type UpdateGameSessionInput
func (s *UpdateGameSessionInput) SetGameSessionId(v string) *UpdateGameSessionInput
func (s *UpdateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *UpdateGameSessionInput
func (s *UpdateGameSessionInput) SetName(v string) *UpdateGameSessionInput
func (s *UpdateGameSessionInput) SetPlayerSessionCreationPolicy(v string) *UpdateGameSessionInput
func (s *UpdateGameSessionInput) SetProtectionPolicy(v string) *UpdateGameSessionInput
type UpdateGameSessionOutput
func (s *UpdateGameSessionOutput) SetGameSession(v *GameSession) *UpdateGameSessionOutput
type UpdateGameSessionQueueInput
func (s *UpdateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *UpdateGameSessionQueueInput
func (s *UpdateGameSessionQueueInput) SetName(v string) *UpdateGameSessionQueueInput
func (s *UpdateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *UpdateGameSessionQueueInput
func (s *UpdateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *UpdateGameSessionQueueInput
type UpdateGameSessionQueueOutput
func (s *UpdateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) *UpdateGameSessionQueueOutput
type UpdateMatchmakingConfigurationInput
func (s *UpdateMatchmakingConfigurationInput) SetAcceptanceRequired(v bool) *UpdateMatchmakingConfigurationInput
func (s *UpdateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds(v int64) *UpdateMatchmakingConfigurationInput
func (s *UpdateMatchmakingConfigurationInput) SetAdditionalPlayerCount(v int64) *UpdateMatchmakingConfigurationInput
func (s *UpdateMatchmakingConfigurationInput) SetCustomEventData(v string) *UpdateMatchmakingConfigurationInput
func (s *UpdateMatchmakingConfigurationInput) SetDescription(v string) *UpdateMatchmakingConfigurationInput
func (s *UpdateMatchmakingConfigurationInput) SetGameProperties(v []*GameProperty) *UpdateMatchmakingConfigurationInput
func (s *UpdateMatchmakingConfigurationInput) SetGameSessionData(v string) *UpdateMatchmakingConfigurationInput
func (s *UpdateMatchmakingConfigurationInput) SetGameSessionQueueArns(v []*string) *UpdateMatchmakingConfigurationInput
func (s *UpdateMatchmakingConfigurationInput) SetName(v string) *UpdateMatchmakingConfigurationInput
func (s *UpdateMatchmakingConfigurationInput) SetNotificationTarget(v string) *UpdateMatchmakingConfigurationInput
func (s *UpdateMatchmakingConfigurationInput) SetRequestTimeoutSeconds(v int64) *UpdateMatchmakingConfigurationInput
func (s *UpdateMatchmakingConfigurationInput) SetRuleSetName(v string) *UpdateMatchmakingConfigurationInput
type UpdateMatchmakingConfigurationOutput
func (s *UpdateMatchmakingConfigurationOutput) SetConfiguration(v *MatchmakingConfiguration) *UpdateMatchmakingConfigurationOutput
type UpdateRuntimeConfigurationInput
func (s *UpdateRuntimeConfigurationInput) SetFleetId(v string) *UpdateRuntimeConfigurationInput
func (s *UpdateRuntimeConfigurationInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationInput
type UpdateRuntimeConfigurationOutput
func (s *UpdateRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationOutput
type ValidateMatchmakingRuleSetInput
func (s *ValidateMatchmakingRuleSetInput) SetRuleSetBody(v string) *ValidateMatchmakingRuleSetInput
type ValidateMatchmakingRuleSetOutput
func (s *ValidateMatchmakingRuleSetOutput) SetValid(v bool) *ValidateMatchmakingRuleSetOutput
type VpcPeeringAuthorization
func (s *VpcPeeringAuthorization) SetCreationTime(v time.Time) *VpcPeeringAuthorization
func (s *VpcPeeringAuthorization) SetExpirationTime(v time.Time) *VpcPeeringAuthorization
func (s *VpcPeeringAuthorization) SetGameLiftAwsAccountId(v string) *VpcPeeringAuthorization
func (s *VpcPeeringAuthorization) SetPeerVpcAwsAccountId(v string) *VpcPeeringAuthorization
func (s *VpcPeeringAuthorization) SetPeerVpcId(v string) *VpcPeeringAuthorization
type VpcPeeringConnection
func (s *VpcPeeringConnection) SetFleetId(v string) *VpcPeeringConnection
func (s *VpcPeeringConnection) SetGameLiftVpcId(v string) *VpcPeeringConnection
func (s *VpcPeeringConnection) SetIpV4CidrBlock(v string) *VpcPeeringConnection
func (s *VpcPeeringConnection) SetPeerVpcId(v string) *VpcPeeringConnection
func (s *VpcPeeringConnection) SetStatus(v *VpcPeeringConnectionStatus) *VpcPeeringConnection
func (s *VpcPeeringConnection) SetVpcPeeringConnectionId(v string) *VpcPeeringConnection
type VpcPeeringConnectionStatus
func (s *VpcPeeringConnectionStatus) SetCode(v string) *VpcPeeringConnectionStatus
func (s *VpcPeeringConnectionStatus) SetMessage(v string) *VpcPeeringConnectionStatus

Constants ▾

const (
    // AcceptanceTypeAccept is a AcceptanceType enum value
    AcceptanceTypeAccept = "ACCEPT"

    // AcceptanceTypeReject is a AcceptanceType enum value
    AcceptanceTypeReject = "REJECT"
)
const (
    // BuildStatusInitialized is a BuildStatus enum value
    BuildStatusInitialized = "INITIALIZED"

    // BuildStatusReady is a BuildStatus enum value
    BuildStatusReady = "READY"

    // BuildStatusFailed is a BuildStatus enum value
    BuildStatusFailed = "FAILED"
)
const (
    // ComparisonOperatorTypeGreaterThanOrEqualToThreshold is a ComparisonOperatorType enum value
    ComparisonOperatorTypeGreaterThanOrEqualToThreshold = "GreaterThanOrEqualToThreshold"

    // ComparisonOperatorTypeGreaterThanThreshold is a ComparisonOperatorType enum value
    ComparisonOperatorTypeGreaterThanThreshold = "GreaterThanThreshold"

    // ComparisonOperatorTypeLessThanThreshold is a ComparisonOperatorType enum value
    ComparisonOperatorTypeLessThanThreshold = "LessThanThreshold"

    // ComparisonOperatorTypeLessThanOrEqualToThreshold is a ComparisonOperatorType enum value
    ComparisonOperatorTypeLessThanOrEqualToThreshold = "LessThanOrEqualToThreshold"
)
const (
    // EC2InstanceTypeT2Micro is a EC2InstanceType enum value
    EC2InstanceTypeT2Micro = "t2.micro"

    // EC2InstanceTypeT2Small is a EC2InstanceType enum value
    EC2InstanceTypeT2Small = "t2.small"

    // EC2InstanceTypeT2Medium is a EC2InstanceType enum value
    EC2InstanceTypeT2Medium = "t2.medium"

    // EC2InstanceTypeT2Large is a EC2InstanceType enum value
    EC2InstanceTypeT2Large = "t2.large"

    // EC2InstanceTypeC3Large is a EC2InstanceType enum value
    EC2InstanceTypeC3Large = "c3.large"

    // EC2InstanceTypeC3Xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC3Xlarge = "c3.xlarge"

    // EC2InstanceTypeC32xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC32xlarge = "c3.2xlarge"

    // EC2InstanceTypeC34xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC34xlarge = "c3.4xlarge"

    // EC2InstanceTypeC38xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC38xlarge = "c3.8xlarge"

    // EC2InstanceTypeC4Large is a EC2InstanceType enum value
    EC2InstanceTypeC4Large = "c4.large"

    // EC2InstanceTypeC4Xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC4Xlarge = "c4.xlarge"

    // EC2InstanceTypeC42xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC42xlarge = "c4.2xlarge"

    // EC2InstanceTypeC44xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC44xlarge = "c4.4xlarge"

    // EC2InstanceTypeC48xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC48xlarge = "c4.8xlarge"

    // EC2InstanceTypeR3Large is a EC2InstanceType enum value
    EC2InstanceTypeR3Large = "r3.large"

    // EC2InstanceTypeR3Xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR3Xlarge = "r3.xlarge"

    // EC2InstanceTypeR32xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR32xlarge = "r3.2xlarge"

    // EC2InstanceTypeR34xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR34xlarge = "r3.4xlarge"

    // EC2InstanceTypeR38xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR38xlarge = "r3.8xlarge"

    // EC2InstanceTypeR4Large is a EC2InstanceType enum value
    EC2InstanceTypeR4Large = "r4.large"

    // EC2InstanceTypeR4Xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR4Xlarge = "r4.xlarge"

    // EC2InstanceTypeR42xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR42xlarge = "r4.2xlarge"

    // EC2InstanceTypeR44xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR44xlarge = "r4.4xlarge"

    // EC2InstanceTypeR48xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR48xlarge = "r4.8xlarge"

    // EC2InstanceTypeR416xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR416xlarge = "r4.16xlarge"

    // EC2InstanceTypeM3Medium is a EC2InstanceType enum value
    EC2InstanceTypeM3Medium = "m3.medium"

    // EC2InstanceTypeM3Large is a EC2InstanceType enum value
    EC2InstanceTypeM3Large = "m3.large"

    // EC2InstanceTypeM3Xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM3Xlarge = "m3.xlarge"

    // EC2InstanceTypeM32xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM32xlarge = "m3.2xlarge"

    // EC2InstanceTypeM4Large is a EC2InstanceType enum value
    EC2InstanceTypeM4Large = "m4.large"

    // EC2InstanceTypeM4Xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM4Xlarge = "m4.xlarge"

    // EC2InstanceTypeM42xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM42xlarge = "m4.2xlarge"

    // EC2InstanceTypeM44xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM44xlarge = "m4.4xlarge"

    // EC2InstanceTypeM410xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM410xlarge = "m4.10xlarge"
)
const (
    // EventCodeGenericEvent is a EventCode enum value
    EventCodeGenericEvent = "GENERIC_EVENT"

    // EventCodeFleetCreated is a EventCode enum value
    EventCodeFleetCreated = "FLEET_CREATED"

    // EventCodeFleetDeleted is a EventCode enum value
    EventCodeFleetDeleted = "FLEET_DELETED"

    // EventCodeFleetScalingEvent is a EventCode enum value
    EventCodeFleetScalingEvent = "FLEET_SCALING_EVENT"

    // EventCodeFleetStateDownloading is a EventCode enum value
    EventCodeFleetStateDownloading = "FLEET_STATE_DOWNLOADING"

    // EventCodeFleetStateValidating is a EventCode enum value
    EventCodeFleetStateValidating = "FLEET_STATE_VALIDATING"

    // EventCodeFleetStateBuilding is a EventCode enum value
    EventCodeFleetStateBuilding = "FLEET_STATE_BUILDING"

    // EventCodeFleetStateActivating is a EventCode enum value
    EventCodeFleetStateActivating = "FLEET_STATE_ACTIVATING"

    // EventCodeFleetStateActive is a EventCode enum value
    EventCodeFleetStateActive = "FLEET_STATE_ACTIVE"

    // EventCodeFleetStateError is a EventCode enum value
    EventCodeFleetStateError = "FLEET_STATE_ERROR"

    // EventCodeFleetInitializationFailed is a EventCode enum value
    EventCodeFleetInitializationFailed = "FLEET_INITIALIZATION_FAILED"

    // EventCodeFleetBinaryDownloadFailed is a EventCode enum value
    EventCodeFleetBinaryDownloadFailed = "FLEET_BINARY_DOWNLOAD_FAILED"

    // EventCodeFleetValidationLaunchPathNotFound is a EventCode enum value
    EventCodeFleetValidationLaunchPathNotFound = "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND"

    // EventCodeFleetValidationExecutableRuntimeFailure is a EventCode enum value
    EventCodeFleetValidationExecutableRuntimeFailure = "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE"

    // EventCodeFleetValidationTimedOut is a EventCode enum value
    EventCodeFleetValidationTimedOut = "FLEET_VALIDATION_TIMED_OUT"

    // EventCodeFleetActivationFailed is a EventCode enum value
    EventCodeFleetActivationFailed = "FLEET_ACTIVATION_FAILED"

    // EventCodeFleetActivationFailedNoInstances is a EventCode enum value
    EventCodeFleetActivationFailedNoInstances = "FLEET_ACTIVATION_FAILED_NO_INSTANCES"

    // EventCodeFleetNewGameSessionProtectionPolicyUpdated is a EventCode enum value
    EventCodeFleetNewGameSessionProtectionPolicyUpdated = "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED"

    // EventCodeServerProcessInvalidPath is a EventCode enum value
    EventCodeServerProcessInvalidPath = "SERVER_PROCESS_INVALID_PATH"

    // EventCodeServerProcessSdkInitializationTimeout is a EventCode enum value
    EventCodeServerProcessSdkInitializationTimeout = "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT"

    // EventCodeServerProcessProcessReadyTimeout is a EventCode enum value
    EventCodeServerProcessProcessReadyTimeout = "SERVER_PROCESS_PROCESS_READY_TIMEOUT"

    // EventCodeServerProcessCrashed is a EventCode enum value
    EventCodeServerProcessCrashed = "SERVER_PROCESS_CRASHED"

    // EventCodeServerProcessTerminatedUnhealthy is a EventCode enum value
    EventCodeServerProcessTerminatedUnhealthy = "SERVER_PROCESS_TERMINATED_UNHEALTHY"

    // EventCodeServerProcessForceTerminated is a EventCode enum value
    EventCodeServerProcessForceTerminated = "SERVER_PROCESS_FORCE_TERMINATED"

    // EventCodeServerProcessProcessExitTimeout is a EventCode enum value
    EventCodeServerProcessProcessExitTimeout = "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT"

    // EventCodeGameSessionActivationTimeout is a EventCode enum value
    EventCodeGameSessionActivationTimeout = "GAME_SESSION_ACTIVATION_TIMEOUT"

    // EventCodeFleetCreationExtractingBuild is a EventCode enum value
    EventCodeFleetCreationExtractingBuild = "FLEET_CREATION_EXTRACTING_BUILD"

    // EventCodeFleetCreationRunningInstaller is a EventCode enum value
    EventCodeFleetCreationRunningInstaller = "FLEET_CREATION_RUNNING_INSTALLER"

    // EventCodeFleetCreationValidatingRuntimeConfig is a EventCode enum value
    EventCodeFleetCreationValidatingRuntimeConfig = "FLEET_CREATION_VALIDATING_RUNTIME_CONFIG"

    // EventCodeFleetVpcPeeringSucceeded is a EventCode enum value
    EventCodeFleetVpcPeeringSucceeded = "FLEET_VPC_PEERING_SUCCEEDED"

    // EventCodeFleetVpcPeeringFailed is a EventCode enum value
    EventCodeFleetVpcPeeringFailed = "FLEET_VPC_PEERING_FAILED"

    // EventCodeFleetVpcPeeringDeleted is a EventCode enum value
    EventCodeFleetVpcPeeringDeleted = "FLEET_VPC_PEERING_DELETED"
)
const (
    // FleetStatusNew is a FleetStatus enum value
    FleetStatusNew = "NEW"

    // FleetStatusDownloading is a FleetStatus enum value
    FleetStatusDownloading = "DOWNLOADING"

    // FleetStatusValidating is a FleetStatus enum value
    FleetStatusValidating = "VALIDATING"

    // FleetStatusBuilding is a FleetStatus enum value
    FleetStatusBuilding = "BUILDING"

    // FleetStatusActivating is a FleetStatus enum value
    FleetStatusActivating = "ACTIVATING"

    // FleetStatusActive is a FleetStatus enum value
    FleetStatusActive = "ACTIVE"

    // FleetStatusDeleting is a FleetStatus enum value
    FleetStatusDeleting = "DELETING"

    // FleetStatusError is a FleetStatus enum value
    FleetStatusError = "ERROR"

    // FleetStatusTerminated is a FleetStatus enum value
    FleetStatusTerminated = "TERMINATED"
)
const (
    // GameSessionPlacementStatePending is a GameSessionPlacementState enum value
    GameSessionPlacementStatePending = "PENDING"

    // GameSessionPlacementStateFulfilled is a GameSessionPlacementState enum value
    GameSessionPlacementStateFulfilled = "FULFILLED"

    // GameSessionPlacementStateCancelled is a GameSessionPlacementState enum value
    GameSessionPlacementStateCancelled = "CANCELLED"

    // GameSessionPlacementStateTimedOut is a GameSessionPlacementState enum value
    GameSessionPlacementStateTimedOut = "TIMED_OUT"
)
const (
    // GameSessionStatusActive is a GameSessionStatus enum value
    GameSessionStatusActive = "ACTIVE"

    // GameSessionStatusActivating is a GameSessionStatus enum value
    GameSessionStatusActivating = "ACTIVATING"

    // GameSessionStatusTerminated is a GameSessionStatus enum value
    GameSessionStatusTerminated = "TERMINATED"

    // GameSessionStatusTerminating is a GameSessionStatus enum value
    GameSessionStatusTerminating = "TERMINATING"

    // GameSessionStatusError is a GameSessionStatus enum value
    GameSessionStatusError = "ERROR"
)
const (
    // InstanceStatusPending is a InstanceStatus enum value
    InstanceStatusPending = "PENDING"

    // InstanceStatusActive is a InstanceStatus enum value
    InstanceStatusActive = "ACTIVE"

    // InstanceStatusTerminating is a InstanceStatus enum value
    InstanceStatusTerminating = "TERMINATING"
)
const (
    // IpProtocolTcp is a IpProtocol enum value
    IpProtocolTcp = "TCP"

    // IpProtocolUdp is a IpProtocol enum value
    IpProtocolUdp = "UDP"
)
const (
    // MatchmakingConfigurationStatusCancelled is a MatchmakingConfigurationStatus enum value
    MatchmakingConfigurationStatusCancelled = "CANCELLED"

    // MatchmakingConfigurationStatusCompleted is a MatchmakingConfigurationStatus enum value
    MatchmakingConfigurationStatusCompleted = "COMPLETED"

    // MatchmakingConfigurationStatusFailed is a MatchmakingConfigurationStatus enum value
    MatchmakingConfigurationStatusFailed = "FAILED"

    // MatchmakingConfigurationStatusPlacing is a MatchmakingConfigurationStatus enum value
    MatchmakingConfigurationStatusPlacing = "PLACING"

    // MatchmakingConfigurationStatusQueued is a MatchmakingConfigurationStatus enum value
    MatchmakingConfigurationStatusQueued = "QUEUED"

    // MatchmakingConfigurationStatusRequiresAcceptance is a MatchmakingConfigurationStatus enum value
    MatchmakingConfigurationStatusRequiresAcceptance = "REQUIRES_ACCEPTANCE"

    // MatchmakingConfigurationStatusSearching is a MatchmakingConfigurationStatus enum value
    MatchmakingConfigurationStatusSearching = "SEARCHING"

    // MatchmakingConfigurationStatusTimedOut is a MatchmakingConfigurationStatus enum value
    MatchmakingConfigurationStatusTimedOut = "TIMED_OUT"
)
const (
    // MetricNameActivatingGameSessions is a MetricName enum value
    MetricNameActivatingGameSessions = "ActivatingGameSessions"

    // MetricNameActiveGameSessions is a MetricName enum value
    MetricNameActiveGameSessions = "ActiveGameSessions"

    // MetricNameActiveInstances is a MetricName enum value
    MetricNameActiveInstances = "ActiveInstances"

    // MetricNameAvailableGameSessions is a MetricName enum value
    MetricNameAvailableGameSessions = "AvailableGameSessions"

    // MetricNameAvailablePlayerSessions is a MetricName enum value
    MetricNameAvailablePlayerSessions = "AvailablePlayerSessions"

    // MetricNameCurrentPlayerSessions is a MetricName enum value
    MetricNameCurrentPlayerSessions = "CurrentPlayerSessions"

    // MetricNameIdleInstances is a MetricName enum value
    MetricNameIdleInstances = "IdleInstances"

    // MetricNamePercentAvailableGameSessions is a MetricName enum value
    MetricNamePercentAvailableGameSessions = "PercentAvailableGameSessions"

    // MetricNamePercentIdleInstances is a MetricName enum value
    MetricNamePercentIdleInstances = "PercentIdleInstances"

    // MetricNameQueueDepth is a MetricName enum value
    MetricNameQueueDepth = "QueueDepth"

    // MetricNameWaitTime is a MetricName enum value
    MetricNameWaitTime = "WaitTime"
)
const (
    // OperatingSystemWindows2012 is a OperatingSystem enum value
    OperatingSystemWindows2012 = "WINDOWS_2012"

    // OperatingSystemAmazonLinux is a OperatingSystem enum value
    OperatingSystemAmazonLinux = "AMAZON_LINUX"
)
const (
    // PlayerSessionCreationPolicyAcceptAll is a PlayerSessionCreationPolicy enum value
    PlayerSessionCreationPolicyAcceptAll = "ACCEPT_ALL"

    // PlayerSessionCreationPolicyDenyAll is a PlayerSessionCreationPolicy enum value
    PlayerSessionCreationPolicyDenyAll = "DENY_ALL"
)
const (
    // PlayerSessionStatusReserved is a PlayerSessionStatus enum value
    PlayerSessionStatusReserved = "RESERVED"

    // PlayerSessionStatusActive is a PlayerSessionStatus enum value
    PlayerSessionStatusActive = "ACTIVE"

    // PlayerSessionStatusCompleted is a PlayerSessionStatus enum value
    PlayerSessionStatusCompleted = "COMPLETED"

    // PlayerSessionStatusTimedout is a PlayerSessionStatus enum value
    PlayerSessionStatusTimedout = "TIMEDOUT"
)
const (
    // ProtectionPolicyNoProtection is a ProtectionPolicy enum value
    ProtectionPolicyNoProtection = "NoProtection"

    // ProtectionPolicyFullProtection is a ProtectionPolicy enum value
    ProtectionPolicyFullProtection = "FullProtection"
)
const (
    // RoutingStrategyTypeSimple is a RoutingStrategyType enum value
    RoutingStrategyTypeSimple = "SIMPLE"

    // RoutingStrategyTypeTerminal is a RoutingStrategyType enum value
    RoutingStrategyTypeTerminal = "TERMINAL"
)
const (
    // ScalingAdjustmentTypeChangeInCapacity is a ScalingAdjustmentType enum value
    ScalingAdjustmentTypeChangeInCapacity = "ChangeInCapacity"

    // ScalingAdjustmentTypeExactCapacity is a ScalingAdjustmentType enum value
    ScalingAdjustmentTypeExactCapacity = "ExactCapacity"

    // ScalingAdjustmentTypePercentChangeInCapacity is a ScalingAdjustmentType enum value
    ScalingAdjustmentTypePercentChangeInCapacity = "PercentChangeInCapacity"
)
const (
    // ScalingStatusTypeActive is a ScalingStatusType enum value
    ScalingStatusTypeActive = "ACTIVE"

    // ScalingStatusTypeUpdateRequested is a ScalingStatusType enum value
    ScalingStatusTypeUpdateRequested = "UPDATE_REQUESTED"

    // ScalingStatusTypeUpdating is a ScalingStatusType enum value
    ScalingStatusTypeUpdating = "UPDATING"

    // ScalingStatusTypeDeleteRequested is a ScalingStatusType enum value
    ScalingStatusTypeDeleteRequested = "DELETE_REQUESTED"

    // ScalingStatusTypeDeleting is a ScalingStatusType enum value
    ScalingStatusTypeDeleting = "DELETING"

    // ScalingStatusTypeDeleted is a ScalingStatusType enum value
    ScalingStatusTypeDeleted = "DELETED"

    // ScalingStatusTypeError is a ScalingStatusType enum value
    ScalingStatusTypeError = "ERROR"
)
const (

    // ErrCodeConflictException for service response error code
    // "ConflictException".
    //
    // The requested operation would cause a conflict with the current state of
    // a service resource associated with the request. Resolve the conflict before
    // retrying this request.
    ErrCodeConflictException = "ConflictException"

    // ErrCodeFleetCapacityExceededException for service response error code
    // "FleetCapacityExceededException".
    //
    // The specified fleet has no available instances to fulfill a CreateGameSession
    // request. Clients can retry such requests immediately or after a waiting period.
    ErrCodeFleetCapacityExceededException = "FleetCapacityExceededException"

    // ErrCodeGameSessionFullException for service response error code
    // "GameSessionFullException".
    //
    // The game instance is currently full and cannot allow the requested player(s)
    // to join. Clients can retry such requests immediately or after a waiting period.
    ErrCodeGameSessionFullException = "GameSessionFullException"

    // ErrCodeIdempotentParameterMismatchException for service response error code
    // "IdempotentParameterMismatchException".
    //
    // A game session with this custom ID string already exists in this fleet. Resolve
    // this conflict before retrying this request.
    ErrCodeIdempotentParameterMismatchException = "IdempotentParameterMismatchException"

    // ErrCodeInternalServiceException for service response error code
    // "InternalServiceException".
    //
    // The service encountered an unrecoverable internal failure while processing
    // the request. Clients can retry such requests immediately or after a waiting
    // period.
    ErrCodeInternalServiceException = "InternalServiceException"

    // ErrCodeInvalidFleetStatusException for service response error code
    // "InvalidFleetStatusException".
    //
    // The requested operation would cause a conflict with the current state of
    // a resource associated with the request and/or the fleet. Resolve the conflict
    // before retrying.
    ErrCodeInvalidFleetStatusException = "InvalidFleetStatusException"

    // ErrCodeInvalidGameSessionStatusException for service response error code
    // "InvalidGameSessionStatusException".
    //
    // The requested operation would cause a conflict with the current state of
    // a resource associated with the request and/or the game instance. Resolve
    // the conflict before retrying.
    ErrCodeInvalidGameSessionStatusException = "InvalidGameSessionStatusException"

    // ErrCodeInvalidRequestException for service response error code
    // "InvalidRequestException".
    //
    // One or more parameter values in the request are invalid. Correct the invalid
    // parameter values before retrying.
    ErrCodeInvalidRequestException = "InvalidRequestException"

    // ErrCodeLimitExceededException for service response error code
    // "LimitExceededException".
    //
    // The requested operation would cause the resource to exceed the allowed service
    // limit. Resolve the issue before retrying.
    ErrCodeLimitExceededException = "LimitExceededException"

    // ErrCodeNotFoundException for service response error code
    // "NotFoundException".
    //
    // A service resource associated with the request could not be found. Clients
    // should not retry such requests.
    ErrCodeNotFoundException = "NotFoundException"

    // ErrCodeTerminalRoutingStrategyException for service response error code
    // "TerminalRoutingStrategyException".
    //
    // The service is unable to resolve the routing for a particular alias because
    // it has a terminal RoutingStrategy associated with it. The message returned
    // in this exception is the message defined in the routing strategy itself.
    // Such requests should only be retried if the routing strategy for the specified
    // alias is modified.
    ErrCodeTerminalRoutingStrategyException = "TerminalRoutingStrategyException"

    // ErrCodeUnauthorizedException for service response error code
    // "UnauthorizedException".
    //
    // The client failed authentication. Clients should not retry such requests.
    ErrCodeUnauthorizedException = "UnauthorizedException"

    // ErrCodeUnsupportedRegionException for service response error code
    // "UnsupportedRegionException".
    //
    // The requested operation is not supported in the region specified.
    ErrCodeUnsupportedRegionException = "UnsupportedRegionException"
)
const (
    ServiceName = "gamelift"  // Service endpoint prefix API calls made to.
    EndpointsID = ServiceName // Service ID for Regions and Endpoints metadata.
)

Service information constants

type AcceptMatchInput

type AcceptMatchInput struct {

    // Player response to the proposed match.
    //
    // AcceptanceType is a required field
    AcceptanceType *string `type:"string" required:"true" enum:"AcceptanceType"`

    // Unique identifier for a player delivering the response. This parameter can
    // include one or multiple player IDs.
    //
    // PlayerIds is a required field
    PlayerIds []*string `type:"list" required:"true"`

    // Unique identifier for a matchmaking ticket. The ticket must be in status
    // REQUIRES_ACCEPTANCE; otherwise this request will fail.
    //
    // TicketId is a required field
    TicketId *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatchInput

func (AcceptMatchInput) GoString

func (s AcceptMatchInput) GoString() string

GoString returns the string representation

func (*AcceptMatchInput) SetAcceptanceType

func (s *AcceptMatchInput) SetAcceptanceType(v string) *AcceptMatchInput

SetAcceptanceType sets the AcceptanceType field's value.

func (*AcceptMatchInput) SetPlayerIds

func (s *AcceptMatchInput) SetPlayerIds(v []*string) *AcceptMatchInput

SetPlayerIds sets the PlayerIds field's value.

func (*AcceptMatchInput) SetTicketId

func (s *AcceptMatchInput) SetTicketId(v string) *AcceptMatchInput

SetTicketId sets the TicketId field's value.

func (AcceptMatchInput) String

func (s AcceptMatchInput) String() string

String returns the string representation

func (*AcceptMatchInput) Validate

func (s *AcceptMatchInput) Validate() error

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

type AcceptMatchOutput

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

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatchOutput

func (AcceptMatchOutput) GoString

func (s AcceptMatchOutput) GoString() string

GoString returns the string representation

func (AcceptMatchOutput) String

func (s AcceptMatchOutput) String() string

String returns the string representation

type Alias

type Alias struct {

    // Unique identifier for an alias; alias ARNs are unique across all regions.
    AliasArn *string `min:"1" type:"string"`

    // Unique identifier for an alias; alias IDs are unique within a region.
    AliasId *string `type:"string"`

    // Time stamp indicating when this data object was created. Format is a number
    // expressed in Unix time as milliseconds (for example "1469498468.057").
    CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"`

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

    // Time stamp indicating when this data object was last modified. Format is
    // a number expressed in Unix time as milliseconds (for example "1469498468.057").
    LastUpdatedTime *time.Time `type:"timestamp" timestampFormat:"unix"`

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

    // Alias configuration for the alias, including routing type and settings.
    RoutingStrategy *RoutingStrategy `type:"structure"`
    // contains filtered or unexported fields
}

Properties describing a fleet alias.

Alias-related operations include:

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Alias

func (Alias) GoString

func (s Alias) GoString() string

GoString returns the string representation

func (*Alias) SetAliasArn

func (s *Alias) SetAliasArn(v string) *Alias

SetAliasArn sets the AliasArn field's value.

func (*Alias) SetAliasId

func (s *Alias) SetAliasId(v string) *Alias

SetAliasId sets the AliasId field's value.

func (*Alias) SetCreationTime

func (s *Alias) SetCreationTime(v time.Time) *Alias

SetCreationTime sets the CreationTime field's value.

func (*Alias) SetDescription

func (s *Alias) SetDescription(v string) *Alias

SetDescription sets the Description field's value.

func (*Alias) SetLastUpdatedTime

func (s *Alias) SetLastUpdatedTime(v time.Time) *Alias

SetLastUpdatedTime sets the LastUpdatedTime field's value.

func (*Alias) SetName

func (s *Alias) SetName(v string) *Alias

SetName sets the Name field's value.

func (*Alias) SetRoutingStrategy

func (s *Alias) SetRoutingStrategy(v *RoutingStrategy) *Alias

SetRoutingStrategy sets the RoutingStrategy field's value.

func (Alias) String

func (s Alias) String() string

String returns the string representation

type AttributeValue

type AttributeValue struct {

    // For number values, expressed as double.
    N *float64 `type:"double"`

    // For single string values. Maximum string length is 100 characters.
    S *string `min:"1" type:"string"`

    // For a map of up to 10 type:value pairs. Maximum length for each string value
    // is 100 characters.
    SDM map[string]*float64 `type:"map"`

    // For a list of up to 10 strings. Maximum length for each string is 100 characters.
    // Duplicate values are not recognized; all occurrences of the repeated value
    // after the first of a repeated value are ignored.
    SL []*string `type:"list"`
    // contains filtered or unexported fields
}

Values for use in Player attribute type:value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array or data map. Each AttributeValue object can use only one of the available properties. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AttributeValue

func (AttributeValue) GoString

func (s AttributeValue) GoString() string

GoString returns the string representation

func (*AttributeValue) SetN

func (s *AttributeValue) SetN(v float64) *AttributeValue

SetN sets the N field's value.

func (*AttributeValue) SetS

func (s *AttributeValue) SetS(v string) *AttributeValue

SetS sets the S field's value.

func (*AttributeValue) SetSDM

func (s *AttributeValue) SetSDM(v map[string]*float64) *AttributeValue

SetSDM sets the SDM field's value.

func (*AttributeValue) SetSL

func (s *AttributeValue) SetSL(v []*string) *AttributeValue

SetSL sets the SL field's value.

func (AttributeValue) String

func (s AttributeValue) String() string

String returns the string representation

func (*AttributeValue) Validate

func (s *AttributeValue) Validate() error

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

type AwsCredentials

type AwsCredentials struct {

    // Temporary key allowing access to the Amazon GameLift S3 account.
    AccessKeyId *string `min:"1" type:"string"`

    // Temporary secret key allowing access to the Amazon GameLift S3 account.
    SecretAccessKey *string `min:"1" type:"string"`

    // Token used to associate a specific build ID with the files uploaded using
    // these credentials.
    SessionToken *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Temporary access credentials used for uploading game build files to Amazon GameLift. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AwsCredentials

func (AwsCredentials) GoString

func (s AwsCredentials) GoString() string

GoString returns the string representation

func (*AwsCredentials) SetAccessKeyId

func (s *AwsCredentials) SetAccessKeyId(v string) *AwsCredentials

SetAccessKeyId sets the AccessKeyId field's value.

func (*AwsCredentials) SetSecretAccessKey

func (s *AwsCredentials) SetSecretAccessKey(v string) *AwsCredentials

SetSecretAccessKey sets the SecretAccessKey field's value.

func (*AwsCredentials) SetSessionToken

func (s *AwsCredentials) SetSessionToken(v string) *AwsCredentials

SetSessionToken sets the SessionToken field's value.

func (AwsCredentials) String

func (s AwsCredentials) String() string

String returns the string representation

type Build

type Build struct {

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

    // Time stamp indicating when this data object was created. Format is a number
    // expressed in Unix time as milliseconds (for example "1469498468.057").
    CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"`

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

    // Operating system that the game server binaries are built to run on. This
    // value determines the type of fleet resources that you can use for this build.
    OperatingSystem *string `type:"string" enum:"OperatingSystem"`

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

    // Current status of the build.
    //
    // Possible build statuses include the following:
    //
    //    * INITIALIZED -- A new build has been defined, but no files have been
    //    uploaded. You cannot create fleets for builds that are in this status.
    //    When a build is successfully created, the build status is set to this
    //    value.
    //
    //    * READY -- The game build has been successfully uploaded. You can now
    //    create new fleets for this build.
    //
    //    * FAILED -- The game build upload failed. You cannot create new fleets
    //    for this build.
    Status *string `type:"string" enum:"BuildStatus"`

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

Properties describing a game build.

Build-related operations include:

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Build

func (Build) GoString

func (s Build) GoString() string

GoString returns the string representation

func (*Build) SetBuildId

func (s *Build) SetBuildId(v string) *Build

SetBuildId sets the BuildId field's value.

func (*Build) SetCreationTime

func (s *Build) SetCreationTime(v time.Time) *Build

SetCreationTime sets the CreationTime field's value.

func (*Build) SetName

func (s *Build) SetName(v string) *Build

SetName sets the Name field's value.

func (*Build) SetOperatingSystem

func (s *Build) SetOperatingSystem(v string) *Build

SetOperatingSystem sets the OperatingSystem field's value.

func (*Build) SetSizeOnDisk

func (s *Build) SetSizeOnDisk(v int64) *Build

SetSizeOnDisk sets the SizeOnDisk field's value.

func (*Build) SetStatus

func (s *Build) SetStatus(v string) *Build

SetStatus sets the Status field's value.

func (*Build) SetVersion

func (s *Build) SetVersion(v string) *Build

SetVersion sets the Version field's value.

func (Build) String

func (s Build) String() string

String returns the string representation

type CreateAliasInput

type CreateAliasInput struct {

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

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

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

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAliasInput

func (CreateAliasInput) GoString

func (s CreateAliasInput) GoString() string

GoString returns the string representation

func (*CreateAliasInput) SetDescription

func (s *CreateAliasInput) SetDescription(v string) *CreateAliasInput

SetDescription sets the Description field's value.

func (*CreateAliasInput) SetName

func (s *CreateAliasInput) SetName(v string) *CreateAliasInput

SetName sets the Name field's value.

func (*CreateAliasInput) SetRoutingStrategy

func (s *CreateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *CreateAliasInput

SetRoutingStrategy sets the RoutingStrategy field's value.

func (CreateAliasInput) String

func (s CreateAliasInput) String() string

String returns the string representation

func (*CreateAliasInput) Validate

func (s *CreateAliasInput) Validate() error

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

type CreateAliasOutput

type CreateAliasOutput struct {

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

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAliasOutput

func (CreateAliasOutput) GoString

func (s CreateAliasOutput) GoString() string

GoString returns the string representation

func (*CreateAliasOutput) SetAlias

func (s *CreateAliasOutput) SetAlias(v *Alias) *CreateAliasOutput

SetAlias sets the Alias field's value.

func (CreateAliasOutput) String

func (s CreateAliasOutput) String() string

String returns the string representation

type CreateBuildInput

type CreateBuildInput struct {

    // Descriptive label that is associated with a build. Build names do not need
    // to be unique. You can use UpdateBuild to change this value later.
    Name *string `min:"1" type:"string"`

    // Operating system that the game server binaries are built to run on. This
    // value determines the type of fleet resources that you can use for this build.
    // If your game build contains multiple executables, they all must run on the
    // same operating system.
    OperatingSystem *string `type:"string" enum:"OperatingSystem"`

    // Amazon S3 location of the game build files to be uploaded. The S3 bucket
    // must be owned by the same AWS account that you're using to manage Amazon
    // GameLift. It also must in the same region that you want to create a new build
    // in. Before calling CreateBuild with this location, you must allow Amazon
    // GameLift to access your Amazon S3 bucket (see Create a Build with Files in
    // Amazon S3 (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build)).
    StorageLocation *S3Location `type:"structure"`

    // Version that is associated with this build. Version strings do not need to
    // be unique. You can use UpdateBuild to change this value later.
    Version *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuildInput

func (CreateBuildInput) GoString

func (s CreateBuildInput) GoString() string

GoString returns the string representation

func (*CreateBuildInput) SetName

func (s *CreateBuildInput) SetName(v string) *CreateBuildInput

SetName sets the Name field's value.

func (*CreateBuildInput) SetOperatingSystem

func (s *CreateBuildInput) SetOperatingSystem(v string) *CreateBuildInput

SetOperatingSystem sets the OperatingSystem field's value.

func (*CreateBuildInput) SetStorageLocation

func (s *CreateBuildInput) SetStorageLocation(v *S3Location) *CreateBuildInput

SetStorageLocation sets the StorageLocation field's value.

func (*CreateBuildInput) SetVersion

func (s *CreateBuildInput) SetVersion(v string) *CreateBuildInput

SetVersion sets the Version field's value.

func (CreateBuildInput) String

func (s CreateBuildInput) String() string

String returns the string representation

func (*CreateBuildInput) Validate

func (s *CreateBuildInput) Validate() error

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

type CreateBuildOutput

type CreateBuildOutput struct {

    // The newly created build record, including a unique build ID and status.
    Build *Build `type:"structure"`

    // Amazon S3 location specified in the request.
    StorageLocation *S3Location `type:"structure"`

    // This element is not currently in use.
    UploadCredentials *AwsCredentials `type:"structure"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuildOutput

func (CreateBuildOutput) GoString

func (s CreateBuildOutput) GoString() string

GoString returns the string representation

func (*CreateBuildOutput) SetBuild

func (s *CreateBuildOutput) SetBuild(v *Build) *CreateBuildOutput

SetBuild sets the Build field's value.

func (*CreateBuildOutput) SetStorageLocation

func (s *CreateBuildOutput) SetStorageLocation(v *S3Location) *CreateBuildOutput

SetStorageLocation sets the StorageLocation field's value.

func (*CreateBuildOutput) SetUploadCredentials

func (s *CreateBuildOutput) SetUploadCredentials(v *AwsCredentials) *CreateBuildOutput

SetUploadCredentials sets the UploadCredentials field's value.

func (CreateBuildOutput) String

func (s CreateBuildOutput) String() string

String returns the string representation

type CreateFleetInput

type CreateFleetInput struct {

    // Unique identifier for a build to be deployed on the new fleet. The build
    // must have been successfully uploaded to Amazon GameLift and be in a READY
    // status. This fleet setting cannot be changed once the fleet is created.
    //
    // BuildId is a required field
    BuildId *string `type:"string" required:"true"`

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

    // Range of IP addresses and port settings that permit inbound traffic to access
    // server processes running on the fleet. If no inbound permissions are set,
    // including both IP address range and port range, the server processes in the
    // fleet cannot accept connections. You can specify one or more sets of permissions
    // for a fleet.
    EC2InboundPermissions []*IpPermission `type:"list"`

    // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
    // instance type determines the computing resources of each instance in the
    // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift
    // supports the following EC2 instance types. See Amazon EC2 Instance Types
    // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions.
    //
    // EC2InstanceType is a required field
    EC2InstanceType *string `type:"string" required:"true" enum:"EC2InstanceType"`

    // This parameter is no longer used. Instead, to specify where Amazon GameLift
    // should store log files once a server process shuts down, use the Amazon GameLift
    // server API ProcessReady() and specify one or more directory paths in logParameters.
    // See more information in the Server API Reference (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process).
    LogPaths []*string `type:"list"`

    // Names of metric groups to add this fleet to. Use an existing metric group
    // name to add this fleet to the group. Or use a new name to create a new metric
    // group. A fleet can only be included in one metric group at a time.
    MetricGroups []*string `type:"list"`

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

    // Game session protection policy to apply to all instances in this fleet. If
    // this parameter is not set, instances in this fleet default to no protection.
    // You can change a fleet's protection policy using UpdateFleetAttributes, but
    // this change will only affect sessions created after the policy change. You
    // can also set protection for individual instances using UpdateGameSession.
    //
    //    * NoProtection -- The game session can be terminated during a scale-down
    //    event.
    //
    //    * FullProtection -- If the game session is in an ACTIVE status, it cannot
    //    be terminated during a scale-down event.
    NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"`

    // Unique identifier for the AWS account with the VPC that you want to peer
    // your Amazon GameLift fleet with. You can find your Account ID in the AWS
    // Management Console under account settings.
    PeerVpcAwsAccountId *string `min:"1" type:"string"`

    // Unique identifier for a VPC with resources to be accessed by your Amazon
    // GameLift fleet. The VPC must be in the same region where your fleet is deployed.
    // To get VPC information, including IDs, use the Virtual Private Cloud service
    // tools, including the VPC Dashboard in the AWS Management Console.
    PeerVpcId *string `min:"1" type:"string"`

    // Policy that limits the number of game sessions an individual player can create
    // over a span of time for this fleet.
    ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"`

    // Instructions for launching server processes on each instance in the fleet.
    // The run-time 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 run-time
    // configuration with at least one server process configuration; otherwise the
    // request fails with an invalid request exception. (This parameter replaces
    // the parameters ServerLaunchPath and ServerLaunchParameters; requests that
    // contain values for these parameters instead of a run-time 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 run-time 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 run-time configuration will continue
    // to work.)
    ServerLaunchPath *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetInput

func (CreateFleetInput) GoString

func (s CreateFleetInput) GoString() string

GoString returns the string representation

func (*CreateFleetInput) SetBuildId

func (s *CreateFleetInput) SetBuildId(v string) *CreateFleetInput

SetBuildId sets the BuildId field's value.

func (*CreateFleetInput) SetDescription

func (s *CreateFleetInput) SetDescription(v string) *CreateFleetInput

SetDescription sets the Description field's value.

func (*CreateFleetInput) SetEC2InboundPermissions

func (s *CreateFleetInput) SetEC2InboundPermissions(v []*IpPermission) *CreateFleetInput

SetEC2InboundPermissions sets the EC2InboundPermissions field's value.

func (*CreateFleetInput) SetEC2InstanceType

func (s *CreateFleetInput) SetEC2InstanceType(v string) *CreateFleetInput

SetEC2InstanceType sets the EC2InstanceType field's value.

func (*CreateFleetInput) SetLogPaths

func (s *CreateFleetInput) SetLogPaths(v []*string) *CreateFleetInput

SetLogPaths sets the LogPaths field's value.

func (*CreateFleetInput) SetMetricGroups

func (s *CreateFleetInput) SetMetricGroups(v []*string) *CreateFleetInput

SetMetricGroups sets the MetricGroups field's value.

func (*CreateFleetInput) SetName

func (s *CreateFleetInput) SetName(v string) *CreateFleetInput

SetName sets the Name field's value.

func (*CreateFleetInput) SetNewGameSessionProtectionPolicy

func (s *CreateFleetInput) SetNewGameSessionProtectionPolicy(v string) *CreateFleetInput

SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.

func (*CreateFleetInput) SetPeerVpcAwsAccountId

func (s *CreateFleetInput) SetPeerVpcAwsAccountId(v string) *CreateFleetInput

SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value.

func (*CreateFleetInput) SetPeerVpcId

func (s *CreateFleetInput) SetPeerVpcId(v string) *CreateFleetInput

SetPeerVpcId sets the PeerVpcId field's value.

func (*CreateFleetInput) SetResourceCreationLimitPolicy

func (s *CreateFleetInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *CreateFleetInput

SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.

func (*CreateFleetInput) SetRuntimeConfiguration

func (s *CreateFleetInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *CreateFleetInput

SetRuntimeConfiguration sets the RuntimeConfiguration field's value.

func (*CreateFleetInput) SetServerLaunchParameters

func (s *CreateFleetInput) SetServerLaunchParameters(v string) *CreateFleetInput

SetServerLaunchParameters sets the ServerLaunchParameters field's value.

func (*CreateFleetInput) SetServerLaunchPath

func (s *CreateFleetInput) SetServerLaunchPath(v string) *CreateFleetInput

SetServerLaunchPath sets the ServerLaunchPath field's value.

func (CreateFleetInput) String

func (s CreateFleetInput) String() string

String returns the string representation

func (*CreateFleetInput) Validate

func (s *CreateFleetInput) Validate() error

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

type CreateFleetOutput

type CreateFleetOutput struct {

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

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetOutput

func (CreateFleetOutput) GoString

func (s CreateFleetOutput) GoString() string

GoString returns the string representation

func (*CreateFleetOutput) SetFleetAttributes

func (s *CreateFleetOutput) SetFleetAttributes(v *FleetAttributes) *CreateFleetOutput

SetFleetAttributes sets the FleetAttributes field's value.

func (CreateFleetOutput) String

func (s CreateFleetOutput) String() string

String returns the string representation

type CreateGameSessionInput

type CreateGameSessionInput struct {

    // Unique identifier for an alias associated with the fleet to create a game
    // session in. Each request must reference either a fleet ID or alias ID, but
    // not both.
    AliasId *string `type:"string"`

    // Unique identifier for a player or entity creating the game session. This
    // ID is used to enforce a resource protection policy (if one exists) that limits
    // the number of concurrent active game sessions one player can have.
    CreatorId *string `min:"1" type:"string"`

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

    // Set of developer-defined properties for a game session, formatted as a set
    // of type:value pairs. These properties are included in the GameSession object,
    // which is passed to the game server with a request to start a new game session
    // (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
    GameProperties []*GameProperty `type:"list"`

    // Set of developer-defined game session properties, formatted as a single string
    // value. This data is included in the GameSession object, which is passed to
    // the game server with a request to start a new game session (see Start a Game
    // Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
    GameSessionData *string `min:"1" type:"string"`

    // This parameter is no longer preferred. Please use IdempotencyToken instead.
    // Custom string that uniquely identifies a request for a new game session.
    // Maximum token length is 48 characters. If provided, this string is included
    // in the new game session's ID. (A game session ARN has the following format:
    // arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency
    // token>.)
    GameSessionId *string `min:"1" type:"string"`

    // Custom string that uniquely identifies a request for a new game session.
    // Maximum token length is 48 characters. If provided, this string is included
    // in the new game session's ID. (A game session ARN has the following format:
    // arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency
    // token>.) Idempotency tokens remain in use for 30 days after a game session
    // has ended; game session objects are retained for this time period and then
    // deleted.
    IdempotencyToken *string `min:"1" type:"string"`

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

    // Descriptive label that is associated with a game session. Session names do
    // not need to be unique.
    Name *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionInput

func (CreateGameSessionInput) GoString

func (s CreateGameSessionInput) GoString() string

GoString returns the string representation

func (*CreateGameSessionInput) SetAliasId

func (s *CreateGameSessionInput) SetAliasId(v string) *CreateGameSessionInput

SetAliasId sets the AliasId field's value.

func (*CreateGameSessionInput) SetCreatorId

func (s *CreateGameSessionInput) SetCreatorId(v string) *CreateGameSessionInput

SetCreatorId sets the CreatorId field's value.

func (*CreateGameSessionInput) SetFleetId

func (s *CreateGameSessionInput) SetFleetId(v string) *CreateGameSessionInput

SetFleetId sets the FleetId field's value.

func (*CreateGameSessionInput) SetGameProperties

func (s *CreateGameSessionInput) SetGameProperties(v []*GameProperty) *CreateGameSessionInput

SetGameProperties sets the GameProperties field's value.

func (*CreateGameSessionInput) SetGameSessionData

func (s *CreateGameSessionInput) SetGameSessionData(v string) *CreateGameSessionInput

SetGameSessionData sets the GameSessionData field's value.

func (*CreateGameSessionInput) SetGameSessionId

func (s *CreateGameSessionInput) SetGameSessionId(v string) *CreateGameSessionInput

SetGameSessionId sets the GameSessionId field's value.

func (*CreateGameSessionInput) SetIdempotencyToken

func (s *CreateGameSessionInput) SetIdempotencyToken(v string) *CreateGameSessionInput

SetIdempotencyToken sets the IdempotencyToken field's value.

func (*CreateGameSessionInput) SetMaximumPlayerSessionCount

func (s *CreateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *CreateGameSessionInput

SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.

func (*CreateGameSessionInput) SetName

func (s *CreateGameSessionInput) SetName(v string) *CreateGameSessionInput

SetName sets the Name field's value.

func (CreateGameSessionInput) String

func (s CreateGameSessionInput) String() string

String returns the string representation

func (*CreateGameSessionInput) Validate

func (s *CreateGameSessionInput) Validate() error

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

type CreateGameSessionOutput

type CreateGameSessionOutput struct {

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

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionOutput

func (CreateGameSessionOutput) GoString

func (s CreateGameSessionOutput) GoString() string

GoString returns the string representation

func (*CreateGameSessionOutput) SetGameSession

func (s *CreateGameSessionOutput) SetGameSession(v *GameSession) *CreateGameSessionOutput

SetGameSession sets the GameSession field's value.

func (CreateGameSessionOutput) String

func (s CreateGameSessionOutput) String() string

String returns the string representation

type CreateGameSessionQueueInput

type CreateGameSessionQueueInput struct {

    // List of fleets that can be used to fulfill game session placement requests
    // in the queue. Fleets are identified by either a fleet ARN or a fleet alias
    // ARN. Destinations are listed in default preference order.
    Destinations []*GameSessionQueueDestination `type:"list"`

    // Descriptive label that is associated with game session queue. Queue names
    // must be unique within each region.
    //
    // Name is a required field
    Name *string `min:"1" type:"string" required:"true"`

    // Collection of latency policies to apply when processing game sessions placement
    // requests with player latency information. Multiple policies are evaluated
    // in order of the maximum latency value, starting with the lowest latency values.
    // With just one policy, it is enforced at the start of the game session placement
    // for the duration period. With multiple policies, each policy is enforced
    // consecutively for its duration period. For example, a queue might enforce
    // a 60-second policy followed by a 120-second policy, and then no policy for
    // the remainder of the placement. A player latency policy must set a value
    // for MaximumIndividualPlayerLatencyMilliseconds; if none is set, this API
    // requests will fail.
    PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"`

    // Maximum time, in seconds, that a new game session placement request remains
    // in the queue. When a request exceeds this time, the game session placement
    // changes to a TIMED_OUT status.
    TimeoutInSeconds *int64 `type:"integer"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueueInput

func (CreateGameSessionQueueInput) GoString

func (s CreateGameSessionQueueInput) GoString() string

GoString returns the string representation

func (*CreateGameSessionQueueInput) SetDestinations

func (s *CreateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *CreateGameSessionQueueInput

SetDestinations sets the Destinations field's value.

func (*CreateGameSessionQueueInput) SetName

func (s *CreateGameSessionQueueInput) SetName(v string) *CreateGameSessionQueueInput

SetName sets the Name field's value.

func (*CreateGameSessionQueueInput) SetPlayerLatencyPolicies

func (s *CreateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *CreateGameSessionQueueInput

SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.

func (*CreateGameSessionQueueInput) SetTimeoutInSeconds

func (s *CreateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *CreateGameSessionQueueInput

SetTimeoutInSeconds sets the TimeoutInSeconds field's value.

func (CreateGameSessionQueueInput) String

func (s CreateGameSessionQueueInput) String() string

String returns the string representation

func (*CreateGameSessionQueueInput) Validate

func (s *CreateGameSessionQueueInput) Validate() error

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

type CreateGameSessionQueueOutput

type CreateGameSessionQueueOutput struct {

    // Object that describes the newly created game session queue.
    GameSessionQueue *GameSessionQueue `type:"structure"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueueOutput

func (CreateGameSessionQueueOutput) GoString

func (s CreateGameSessionQueueOutput) GoString() string

GoString returns the string representation

func (*CreateGameSessionQueueOutput) SetGameSessionQueue

func (s *CreateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) *CreateGameSessionQueueOutput

SetGameSessionQueue sets the GameSessionQueue field's value.

func (CreateGameSessionQueueOutput) String

func (s CreateGameSessionQueueOutput) String() string

String returns the string representation

type CreateMatchmakingConfigurationInput

type CreateMatchmakingConfigurationInput struct {

    // Flag that determines whether or not a match that was created with this configuration
    // must be accepted by the matched players. To require acceptance, set to TRUE.
    //
    // AcceptanceRequired is a required field
    AcceptanceRequired *bool `type:"boolean" required:"true"`

    // Length of time (in seconds) to wait for players to accept a proposed match.
    // If any player rejects the match or fails to accept before the timeout, the
    // ticket continues to look for an acceptable match.
    AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"`

    // Number of player slots in a match to keep open for future players. For example,
    // if the configuration's rule set specifies a match for a single 12-person
    // team, and the additional player count is set to 2, only 10 players are selected
    // for the match.
    AdditionalPlayerCount *int64 `type:"integer"`

    // Information to attached to all events related to the matchmaking configuration.
    CustomEventData *string `type:"string"`

    // Meaningful description of the matchmaking configuration.
    Description *string `min:"1" type:"string"`

    // Set of developer-defined properties for a game session, formatted as a set
    // of type:value pairs. These properties are included in the GameSession object,
    // which is passed to the game server with a request to start a new game session
    // (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
    // This information is added to the new GameSession object that is created for
    // a successful match.
    GameProperties []*GameProperty `type:"list"`

    // Set of developer-defined game session properties, formatted as a single string
    // value. This data is included in the GameSession object, which is passed to
    // the game server with a request to start a new game session (see Start a Game
    // Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
    // This information is added to the new GameSession object that is created for
    // a successful match.
    GameSessionData *string `min:"1" type:"string"`

    // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
    // that is assigned to a game session queue and uniquely identifies it. Format
    // is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
    // These queues are used when placing game sessions for matches that are created
    // with this matchmaking configuration. Queues can be located in any region.
    //
    // GameSessionQueueArns is a required field
    GameSessionQueueArns []*string `type:"list" required:"true"`

    // Unique identifier for a matchmaking configuration. This name is used to identify
    // the configuration associated with a matchmaking request or ticket.
    //
    // Name is a required field
    Name *string `min:"1" type:"string" required:"true"`

    // SNS topic ARN that is set up to receive matchmaking notifications.
    NotificationTarget *string `type:"string"`

    // Maximum duration, in seconds, that a matchmaking ticket can remain in process
    // before timing out. Requests that time out can be resubmitted as needed.
    //
    // RequestTimeoutSeconds is a required field
    RequestTimeoutSeconds *int64 `min:"1" type:"integer" required:"true"`

    // Unique identifier for a matchmaking rule set to use with this configuration.
    // A matchmaking configuration can only use rule sets that are defined in the
    // same region.
    //
    // RuleSetName is a required field
    RuleSetName *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfigurationInput

func (CreateMatchmakingConfigurationInput) GoString

func (s CreateMatchmakingConfigurationInput) GoString() string

GoString returns the string representation

func (*CreateMatchmakingConfigurationInput) SetAcceptanceRequired

func (s *CreateMatchmakingConfigurationInput) SetAcceptanceRequired(v bool) *CreateMatchmakingConfigurationInput

SetAcceptanceRequired sets the AcceptanceRequired field's value.

func (*CreateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds

func (s *CreateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds(v int64) *CreateMatchmakingConfigurationInput

SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value.

func (*CreateMatchmakingConfigurationInput) SetAdditionalPlayerCount

func (s *CreateMatchmakingConfigurationInput) SetAdditionalPlayerCount(v int64) *CreateMatchmakingConfigurationInput

SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value.

func (*CreateMatchmakingConfigurationInput) SetCustomEventData

func (s *CreateMatchmakingConfigurationInput) SetCustomEventData(v string) *CreateMatchmakingConfigurationInput

SetCustomEventData sets the CustomEventData field's value.

func (*CreateMatchmakingConfigurationInput) SetDescription

func (s *CreateMatchmakingConfigurationInput) SetDescription(v string) *CreateMatchmakingConfigurationInput

SetDescription sets the Description field's value.

func (*CreateMatchmakingConfigurationInput) SetGameProperties

func (s *CreateMatchmakingConfigurationInput) SetGameProperties(v []*GameProperty) *CreateMatchmakingConfigurationInput

SetGameProperties sets the GameProperties field's value.

func (*CreateMatchmakingConfigurationInput) SetGameSessionData

func (s *CreateMatchmakingConfigurationInput) SetGameSessionData(v string) *CreateMatchmakingConfigurationInput

SetGameSessionData sets the GameSessionData field's value.

func (*CreateMatchmakingConfigurationInput) SetGameSessionQueueArns

func (s *CreateMatchmakingConfigurationInput) SetGameSessionQueueArns(v []*string) *CreateMatchmakingConfigurationInput

SetGameSessionQueueArns sets the GameSessionQueueArns field's value.

func (*CreateMatchmakingConfigurationInput) SetName

func (s *CreateMatchmakingConfigurationInput) SetName(v string) *CreateMatchmakingConfigurationInput

SetName sets the Name field's value.

func (*CreateMatchmakingConfigurationInput) SetNotificationTarget

func (s *CreateMatchmakingConfigurationInput) SetNotificationTarget(v string) *CreateMatchmakingConfigurationInput

SetNotificationTarget sets the NotificationTarget field's value.

func (*CreateMatchmakingConfigurationInput) SetRequestTimeoutSeconds

func (s *CreateMatchmakingConfigurationInput) SetRequestTimeoutSeconds(v int64) *CreateMatchmakingConfigurationInput

SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value.

func (*CreateMatchmakingConfigurationInput) SetRuleSetName

func (s *CreateMatchmakingConfigurationInput) SetRuleSetName(v string) *CreateMatchmakingConfigurationInput

SetRuleSetName sets the RuleSetName field's value.

func (CreateMatchmakingConfigurationInput) String

func (s CreateMatchmakingConfigurationInput) String() string

String returns the string representation

func (*CreateMatchmakingConfigurationInput) Validate

func (s *CreateMatchmakingConfigurationInput) Validate() error

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

type CreateMatchmakingConfigurationOutput

type CreateMatchmakingConfigurationOutput struct {

    // Object that describes the newly created matchmaking configuration.
    Configuration *MatchmakingConfiguration `type:"structure"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfigurationOutput

func (CreateMatchmakingConfigurationOutput) GoString

func (s CreateMatchmakingConfigurationOutput) GoString() string

GoString returns the string representation

func (*CreateMatchmakingConfigurationOutput) SetConfiguration

func (s *CreateMatchmakingConfigurationOutput) SetConfiguration(v *MatchmakingConfiguration) *CreateMatchmakingConfigurationOutput

SetConfiguration sets the Configuration field's value.

func (CreateMatchmakingConfigurationOutput) String

func (s CreateMatchmakingConfigurationOutput) String() string

String returns the string representation

type CreateMatchmakingRuleSetInput

type CreateMatchmakingRuleSetInput struct {

    // Unique identifier for a matchmaking rule set. This name is used to identify
    // the rule set associated with a matchmaking configuration.
    //
    // Name is a required field
    Name *string `min:"1" type:"string" required:"true"`

    // Collection of matchmaking rules, formatted as a JSON string. (Note that comments
    // are not allowed in JSON, but most elements support a description field.)
    //
    // RuleSetBody is a required field
    RuleSetBody *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSetInput

func (CreateMatchmakingRuleSetInput) GoString

func (s CreateMatchmakingRuleSetInput) GoString() string

GoString returns the string representation

func (*CreateMatchmakingRuleSetInput) SetName

func (s *CreateMatchmakingRuleSetInput) SetName(v string) *CreateMatchmakingRuleSetInput

SetName sets the Name field's value.

func (*CreateMatchmakingRuleSetInput) SetRuleSetBody

func (s *CreateMatchmakingRuleSetInput) SetRuleSetBody(v string) *CreateMatchmakingRuleSetInput

SetRuleSetBody sets the RuleSetBody field's value.

func (CreateMatchmakingRuleSetInput) String

func (s CreateMatchmakingRuleSetInput) String() string

String returns the string representation

func (*CreateMatchmakingRuleSetInput) Validate

func (s *CreateMatchmakingRuleSetInput) Validate() error

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

type CreateMatchmakingRuleSetOutput

type CreateMatchmakingRuleSetOutput struct {

    // Object that describes the newly created matchmaking rule set.
    //
    // RuleSet is a required field
    RuleSet *MatchmakingRuleSet `type:"structure" required:"true"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSetOutput

func (CreateMatchmakingRuleSetOutput) GoString

func (s CreateMatchmakingRuleSetOutput) GoString() string

GoString returns the string representation

func (*CreateMatchmakingRuleSetOutput) SetRuleSet

func (s *CreateMatchmakingRuleSetOutput) SetRuleSet(v *MatchmakingRuleSet) *CreateMatchmakingRuleSetOutput

SetRuleSet sets the RuleSet field's value.

func (CreateMatchmakingRuleSetOutput) String

func (s CreateMatchmakingRuleSetOutput) String() string

String returns the string representation

type CreatePlayerSessionInput

type CreatePlayerSessionInput struct {

    // Unique identifier for the game session to add a player to.
    //
    // GameSessionId is a required field
    GameSessionId *string `min:"1" type:"string" required:"true"`

    // Developer-defined information related to a player. Amazon GameLift does not
    // use this data, so it can be formatted as needed for use in the game.
    PlayerData *string `min:"1" type:"string"`

    // Unique identifier for a player. Player IDs are developer-defined.
    //
    // PlayerId is a required field
    PlayerId *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionInput

func (CreatePlayerSessionInput) GoString

func (s CreatePlayerSessionInput) GoString() string

GoString returns the string representation

func (*CreatePlayerSessionInput) SetGameSessionId

func (s *CreatePlayerSessionInput) SetGameSessionId(v string) *CreatePlayerSessionInput

SetGameSessionId sets the GameSessionId field's value.

func (*CreatePlayerSessionInput) SetPlayerData

func (s *CreatePlayerSessionInput) SetPlayerData(v string) *CreatePlayerSessionInput

SetPlayerData sets the PlayerData field's value.

func (*CreatePlayerSessionInput) SetPlayerId

func (s *CreatePlayerSessionInput) SetPlayerId(v string) *CreatePlayerSessionInput

SetPlayerId sets the PlayerId field's value.

func (CreatePlayerSessionInput) String

func (s CreatePlayerSessionInput) String() string

String returns the string representation

func (*CreatePlayerSessionInput) Validate

func (s *CreatePlayerSessionInput) Validate() error

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

type CreatePlayerSessionOutput

type CreatePlayerSessionOutput struct {

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

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionOutput

func (CreatePlayerSessionOutput) GoString

func (s CreatePlayerSessionOutput) GoString() string

GoString returns the string representation

func (*CreatePlayerSessionOutput) SetPlayerSession

func (s *CreatePlayerSessionOutput) SetPlayerSession(v *PlayerSession) *CreatePlayerSessionOutput

SetPlayerSession sets the PlayerSession field's value.

func (CreatePlayerSessionOutput) String

func (s CreatePlayerSessionOutput) String() string

String returns the string representation

type CreatePlayerSessionsInput

type CreatePlayerSessionsInput struct {

    // Unique identifier for the game session to add players to.
    //
    // GameSessionId is a required field
    GameSessionId *string `min:"1" type:"string" required:"true"`

    // Map of string pairs, each specifying a player ID and a set of developer-defined
    // information related to the player. Amazon GameLift does not use this data,
    // so it can be formatted as needed for use in the game. Player data strings
    // for player IDs not included in the PlayerIds parameter are ignored.
    PlayerDataMap map[string]*string `type:"map"`

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

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionsInput

func (CreatePlayerSessionsInput) GoString

func (s CreatePlayerSessionsInput) GoString() string

GoString returns the string representation

func (*CreatePlayerSessionsInput) SetGameSessionId

func (s *CreatePlayerSessionsInput) SetGameSessionId(v string) *CreatePlayerSessionsInput

SetGameSessionId sets the GameSessionId field's value.

func (*CreatePlayerSessionsInput) SetPlayerDataMap

func (s *CreatePlayerSessionsInput) SetPlayerDataMap(v map[string]*string) *CreatePlayerSessionsInput

SetPlayerDataMap sets the PlayerDataMap field's value.

func (*CreatePlayerSessionsInput) SetPlayerIds

func (s *CreatePlayerSessionsInput) SetPlayerIds(v []*string) *CreatePlayerSessionsInput

SetPlayerIds sets the PlayerIds field's value.

func (CreatePlayerSessionsInput) String

func (s CreatePlayerSessionsInput) String() string

String returns the string representation

func (*CreatePlayerSessionsInput) Validate

func (s *CreatePlayerSessionsInput) Validate() error

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

type CreatePlayerSessionsOutput

type CreatePlayerSessionsOutput struct {

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

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionsOutput

func (CreatePlayerSessionsOutput) GoString

func (s CreatePlayerSessionsOutput) GoString() string

GoString returns the string representation

func (*CreatePlayerSessionsOutput) SetPlayerSessions

func (s *CreatePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *CreatePlayerSessionsOutput

SetPlayerSessions sets the PlayerSessions field's value.

func (CreatePlayerSessionsOutput) String

func (s CreatePlayerSessionsOutput) String() string

String returns the string representation

type CreateVpcPeeringAuthorizationInput

type CreateVpcPeeringAuthorizationInput struct {

    // Unique identifier for the AWS account that you use to manage your Amazon
    // GameLift fleet. You can find your Account ID in the AWS Management Console
    // under account settings.
    //
    // GameLiftAwsAccountId is a required field
    GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"`

    // Unique identifier for a VPC with resources to be accessed by your Amazon
    // GameLift fleet. The VPC must be in the same region where your fleet is deployed.
    // To get VPC information, including IDs, use the Virtual Private Cloud service
    // tools, including the VPC Dashboard in the AWS Management Console.
    //
    // PeerVpcId is a required field
    PeerVpcId *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorizationInput

func (CreateVpcPeeringAuthorizationInput) GoString

func (s CreateVpcPeeringAuthorizationInput) GoString() string

GoString returns the string representation

func (*CreateVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId

func (s *CreateVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId(v string) *CreateVpcPeeringAuthorizationInput

SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value.

func (*CreateVpcPeeringAuthorizationInput) SetPeerVpcId

func (s *CreateVpcPeeringAuthorizationInput) SetPeerVpcId(v string) *CreateVpcPeeringAuthorizationInput

SetPeerVpcId sets the PeerVpcId field's value.

func (CreateVpcPeeringAuthorizationInput) String

func (s CreateVpcPeeringAuthorizationInput) String() string

String returns the string representation

func (*CreateVpcPeeringAuthorizationInput) Validate

func (s *CreateVpcPeeringAuthorizationInput) Validate() error

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

type CreateVpcPeeringAuthorizationOutput

type CreateVpcPeeringAuthorizationOutput struct {

    // Details on the requested VPC peering authorization, including expiration.
    VpcPeeringAuthorization *VpcPeeringAuthorization `type:"structure"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorizationOutput

func (CreateVpcPeeringAuthorizationOutput) GoString

func (s CreateVpcPeeringAuthorizationOutput) GoString() string

GoString returns the string representation

func (*CreateVpcPeeringAuthorizationOutput) SetVpcPeeringAuthorization

func (s *CreateVpcPeeringAuthorizationOutput) SetVpcPeeringAuthorization(v *VpcPeeringAuthorization) *CreateVpcPeeringAuthorizationOutput

SetVpcPeeringAuthorization sets the VpcPeeringAuthorization field's value.

func (CreateVpcPeeringAuthorizationOutput) String

func (s CreateVpcPeeringAuthorizationOutput) String() string

String returns the string representation

type CreateVpcPeeringConnectionInput

type CreateVpcPeeringConnectionInput struct {

    // Unique identifier for a fleet. This tells Amazon GameLift which GameLift
    // VPC to peer with.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

    // Unique identifier for the AWS account with the VPC that you want to peer
    // your Amazon GameLift fleet with. You can find your Account ID in the AWS
    // Management Console under account settings.
    //
    // PeerVpcAwsAccountId is a required field
    PeerVpcAwsAccountId *string `min:"1" type:"string" required:"true"`

    // Unique identifier for a VPC with resources to be accessed by your Amazon
    // GameLift fleet. The VPC must be in the same region where your fleet is deployed.
    // To get VPC information, including IDs, use the Virtual Private Cloud service
    // tools, including the VPC Dashboard in the AWS Management Console.
    //
    // PeerVpcId is a required field
    PeerVpcId *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnectionInput

func (CreateVpcPeeringConnectionInput) GoString

func (s CreateVpcPeeringConnectionInput) GoString() string

GoString returns the string representation

func (*CreateVpcPeeringConnectionInput) SetFleetId

func (s *CreateVpcPeeringConnectionInput) SetFleetId(v string) *CreateVpcPeeringConnectionInput

SetFleetId sets the FleetId field's value.

func (*CreateVpcPeeringConnectionInput) SetPeerVpcAwsAccountId

func (s *CreateVpcPeeringConnectionInput) SetPeerVpcAwsAccountId(v string) *CreateVpcPeeringConnectionInput

SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value.

func (*CreateVpcPeeringConnectionInput) SetPeerVpcId

func (s *CreateVpcPeeringConnectionInput) SetPeerVpcId(v string) *CreateVpcPeeringConnectionInput

SetPeerVpcId sets the PeerVpcId field's value.

func (CreateVpcPeeringConnectionInput) String

func (s CreateVpcPeeringConnectionInput) String() string

String returns the string representation

func (*CreateVpcPeeringConnectionInput) Validate

func (s *CreateVpcPeeringConnectionInput) Validate() error

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

type CreateVpcPeeringConnectionOutput

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

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnectionOutput

func (CreateVpcPeeringConnectionOutput) GoString

func (s CreateVpcPeeringConnectionOutput) GoString() string

GoString returns the string representation

func (CreateVpcPeeringConnectionOutput) String

func (s CreateVpcPeeringConnectionOutput) String() string

String returns the string representation

type DeleteAliasInput

type DeleteAliasInput struct {

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

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAliasInput

func (DeleteAliasInput) GoString

func (s DeleteAliasInput) GoString() string

GoString returns the string representation

func (*DeleteAliasInput) SetAliasId

func (s *DeleteAliasInput) SetAliasId(v string) *DeleteAliasInput

SetAliasId sets the AliasId field's value.

func (DeleteAliasInput) String

func (s DeleteAliasInput) String() string

String returns the string representation

func (*DeleteAliasInput) Validate

func (s *DeleteAliasInput) Validate() error

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

type DeleteAliasOutput

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

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAliasOutput

func (DeleteAliasOutput) GoString

func (s DeleteAliasOutput) GoString() string

GoString returns the string representation

func (DeleteAliasOutput) String

func (s DeleteAliasOutput) String() string

String returns the string representation

type DeleteBuildInput

type DeleteBuildInput struct {

    // Unique identifier for a build to delete.
    //
    // BuildId is a required field
    BuildId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuildInput

func (DeleteBuildInput) GoString

func (s DeleteBuildInput) GoString() string

GoString returns the string representation

func (*DeleteBuildInput) SetBuildId

func (s *DeleteBuildInput) SetBuildId(v string) *DeleteBuildInput

SetBuildId sets the BuildId field's value.

func (DeleteBuildInput) String

func (s DeleteBuildInput) String() string

String returns the string representation

func (*DeleteBuildInput) Validate

func (s *DeleteBuildInput) Validate() error

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

type DeleteBuildOutput

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

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuildOutput

func (DeleteBuildOutput) GoString

func (s DeleteBuildOutput) GoString() string

GoString returns the string representation

func (DeleteBuildOutput) String

func (s DeleteBuildOutput) String() string

String returns the string representation

type DeleteFleetInput

type DeleteFleetInput struct {

    // Unique identifier for a fleet to be deleted.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetInput

func (DeleteFleetInput) GoString

func (s DeleteFleetInput) GoString() string

GoString returns the string representation

func (*DeleteFleetInput) SetFleetId

func (s *DeleteFleetInput) SetFleetId(v string) *DeleteFleetInput

SetFleetId sets the FleetId field's value.

func (DeleteFleetInput) String

func (s DeleteFleetInput) String() string

String returns the string representation

func (*DeleteFleetInput) Validate

func (s *DeleteFleetInput) Validate() error

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

type DeleteFleetOutput

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

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetOutput

func (DeleteFleetOutput) GoString

func (s DeleteFleetOutput) GoString() string

GoString returns the string representation

func (DeleteFleetOutput) String

func (s DeleteFleetOutput) String() string

String returns the string representation

type DeleteGameSessionQueueInput

type DeleteGameSessionQueueInput struct {

    // Descriptive label that is associated with game session queue. Queue names
    // must be unique within each region.
    //
    // Name is a required field
    Name *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueueInput

func (DeleteGameSessionQueueInput) GoString

func (s DeleteGameSessionQueueInput) GoString() string

GoString returns the string representation

func (*DeleteGameSessionQueueInput) SetName

func (s *DeleteGameSessionQueueInput) SetName(v string) *DeleteGameSessionQueueInput

SetName sets the Name field's value.

func (DeleteGameSessionQueueInput) String

func (s DeleteGameSessionQueueInput) String() string

String returns the string representation

func (*DeleteGameSessionQueueInput) Validate

func (s *DeleteGameSessionQueueInput) Validate() error

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

type DeleteGameSessionQueueOutput

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

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueueOutput

func (DeleteGameSessionQueueOutput) GoString

func (s DeleteGameSessionQueueOutput) GoString() string

GoString returns the string representation

func (DeleteGameSessionQueueOutput) String

func (s DeleteGameSessionQueueOutput) String() string

String returns the string representation

type DeleteMatchmakingConfigurationInput

type DeleteMatchmakingConfigurationInput struct {

    // Unique identifier for a matchmaking configuration
    //
    // Name is a required field
    Name *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfigurationInput

func (DeleteMatchmakingConfigurationInput) GoString

func (s DeleteMatchmakingConfigurationInput) GoString() string

GoString returns the string representation

func (*DeleteMatchmakingConfigurationInput) SetName

func (s *DeleteMatchmakingConfigurationInput) SetName(v string) *DeleteMatchmakingConfigurationInput

SetName sets the Name field's value.

func (DeleteMatchmakingConfigurationInput) String

func (s DeleteMatchmakingConfigurationInput) String() string

String returns the string representation

func (*DeleteMatchmakingConfigurationInput) Validate

func (s *DeleteMatchmakingConfigurationInput) Validate() error

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

type DeleteMatchmakingConfigurationOutput

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

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfigurationOutput

func (DeleteMatchmakingConfigurationOutput) GoString

func (s DeleteMatchmakingConfigurationOutput) GoString() string

GoString returns the string representation

func (DeleteMatchmakingConfigurationOutput) String

func (s DeleteMatchmakingConfigurationOutput) String() string

String returns the string representation

type DeleteScalingPolicyInput

type DeleteScalingPolicyInput struct {

    // Unique identifier for a fleet to be deleted.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

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

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicyInput

func (DeleteScalingPolicyInput) GoString

func (s DeleteScalingPolicyInput) GoString() string

GoString returns the string representation

func (*DeleteScalingPolicyInput) SetFleetId

func (s *DeleteScalingPolicyInput) SetFleetId(v string) *DeleteScalingPolicyInput

SetFleetId sets the FleetId field's value.

func (*DeleteScalingPolicyInput) SetName

func (s *DeleteScalingPolicyInput) SetName(v string) *DeleteScalingPolicyInput

SetName sets the Name field's value.

func (DeleteScalingPolicyInput) String

func (s DeleteScalingPolicyInput) String() string

String returns the string representation

func (*DeleteScalingPolicyInput) Validate

func (s *DeleteScalingPolicyInput) Validate() error

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

type DeleteScalingPolicyOutput

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

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicyOutput

func (DeleteScalingPolicyOutput) GoString

func (s DeleteScalingPolicyOutput) GoString() string

GoString returns the string representation

func (DeleteScalingPolicyOutput) String

func (s DeleteScalingPolicyOutput) String() string

String returns the string representation

type DeleteVpcPeeringAuthorizationInput

type DeleteVpcPeeringAuthorizationInput struct {

    // Unique identifier for the AWS account that you use to manage your Amazon
    // GameLift fleet. You can find your Account ID in the AWS Management Console
    // under account settings.
    //
    // GameLiftAwsAccountId is a required field
    GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"`

    // Unique identifier for a VPC with resources to be accessed by your Amazon
    // GameLift fleet. The VPC must be in the same region where your fleet is deployed.
    // To get VPC information, including IDs, use the Virtual Private Cloud service
    // tools, including the VPC Dashboard in the AWS Management Console.
    //
    // PeerVpcId is a required field
    PeerVpcId *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorizationInput

func (DeleteVpcPeeringAuthorizationInput) GoString

func (s DeleteVpcPeeringAuthorizationInput) GoString() string

GoString returns the string representation

func (*DeleteVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId

func (s *DeleteVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId(v string) *DeleteVpcPeeringAuthorizationInput

SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value.

func (*DeleteVpcPeeringAuthorizationInput) SetPeerVpcId

func (s *DeleteVpcPeeringAuthorizationInput) SetPeerVpcId(v string) *DeleteVpcPeeringAuthorizationInput

SetPeerVpcId sets the PeerVpcId field's value.

func (DeleteVpcPeeringAuthorizationInput) String

func (s DeleteVpcPeeringAuthorizationInput) String() string

String returns the string representation

func (*DeleteVpcPeeringAuthorizationInput) Validate

func (s *DeleteVpcPeeringAuthorizationInput) Validate() error

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

type DeleteVpcPeeringAuthorizationOutput

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

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorizationOutput

func (DeleteVpcPeeringAuthorizationOutput) GoString

func (s DeleteVpcPeeringAuthorizationOutput) GoString() string

GoString returns the string representation

func (DeleteVpcPeeringAuthorizationOutput) String

func (s DeleteVpcPeeringAuthorizationOutput) String() string

String returns the string representation

type DeleteVpcPeeringConnectionInput

type DeleteVpcPeeringConnectionInput struct {

    // Unique identifier for a fleet. This value must match the fleet ID referenced
    // in the VPC peering connection record.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

    // Unique identifier for a VPC peering connection. This value is included in
    // the VpcPeeringConnection object, which can be retrieved by calling DescribeVpcPeeringConnections.
    //
    // VpcPeeringConnectionId is a required field
    VpcPeeringConnectionId *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnectionInput

func (DeleteVpcPeeringConnectionInput) GoString

func (s DeleteVpcPeeringConnectionInput) GoString() string

GoString returns the string representation

func (*DeleteVpcPeeringConnectionInput) SetFleetId

func (s *DeleteVpcPeeringConnectionInput) SetFleetId(v string) *DeleteVpcPeeringConnectionInput

SetFleetId sets the FleetId field's value.

func (*DeleteVpcPeeringConnectionInput) SetVpcPeeringConnectionId

func (s *DeleteVpcPeeringConnectionInput) SetVpcPeeringConnectionId(v string) *DeleteVpcPeeringConnectionInput

SetVpcPeeringConnectionId sets the VpcPeeringConnectionId field's value.

func (DeleteVpcPeeringConnectionInput) String

func (s DeleteVpcPeeringConnectionInput) String() string

String returns the string representation

func (*DeleteVpcPeeringConnectionInput) Validate

func (s *DeleteVpcPeeringConnectionInput) Validate() error

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

type DeleteVpcPeeringConnectionOutput

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

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnectionOutput

func (DeleteVpcPeeringConnectionOutput) GoString

func (s DeleteVpcPeeringConnectionOutput) GoString() string

GoString returns the string representation

func (DeleteVpcPeeringConnectionOutput) String

func (s DeleteVpcPeeringConnectionOutput) String() string

String returns the string representation

type DescribeAliasInput

type DescribeAliasInput struct {

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

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAliasInput

func (DescribeAliasInput) GoString

func (s DescribeAliasInput) GoString() string

GoString returns the string representation

func (*DescribeAliasInput) SetAliasId

func (s *DescribeAliasInput) SetAliasId(v string) *DescribeAliasInput

SetAliasId sets the AliasId field's value.

func (DescribeAliasInput) String

func (s DescribeAliasInput) String() string

String returns the string representation

func (*DescribeAliasInput) Validate

func (s *DescribeAliasInput) Validate() error

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

type DescribeAliasOutput

type DescribeAliasOutput struct {

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

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAliasOutput

func (DescribeAliasOutput) GoString

func (s DescribeAliasOutput) GoString() string

GoString returns the string representation

func (*DescribeAliasOutput) SetAlias

func (s *DescribeAliasOutput) SetAlias(v *Alias) *DescribeAliasOutput

SetAlias sets the Alias field's value.

func (DescribeAliasOutput) String

func (s DescribeAliasOutput) String() string

String returns the string representation

type DescribeBuildInput

type DescribeBuildInput struct {

    // Unique identifier for a build to retrieve properties for.
    //
    // BuildId is a required field
    BuildId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuildInput

func (DescribeBuildInput) GoString

func (s DescribeBuildInput) GoString() string

GoString returns the string representation

func (*DescribeBuildInput) SetBuildId

func (s *DescribeBuildInput) SetBuildId(v string) *DescribeBuildInput

SetBuildId sets the BuildId field's value.

func (DescribeBuildInput) String

func (s DescribeBuildInput) String() string

String returns the string representation

func (*DescribeBuildInput) Validate

func (s *DescribeBuildInput) Validate() error

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

type DescribeBuildOutput

type DescribeBuildOutput struct {

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

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuildOutput

func (DescribeBuildOutput) GoString

func (s DescribeBuildOutput) GoString() string

GoString returns the string representation

func (*DescribeBuildOutput) SetBuild

func (s *DescribeBuildOutput) SetBuild(v *Build) *DescribeBuildOutput

SetBuild sets the Build field's value.

func (DescribeBuildOutput) String

func (s DescribeBuildOutput) String() string

String returns the string representation

type DescribeEC2InstanceLimitsInput

type DescribeEC2InstanceLimitsInput struct {

    // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
    // instance type determines the computing resources of each instance in the
    // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift
    // supports the following EC2 instance types. See Amazon EC2 Instance Types
    // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. Leave
    // this parameter blank to retrieve limits for all types.
    EC2InstanceType *string `type:"string" enum:"EC2InstanceType"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimitsInput

func (DescribeEC2InstanceLimitsInput) GoString

func (s DescribeEC2InstanceLimitsInput) GoString() string

GoString returns the string representation

func (*DescribeEC2InstanceLimitsInput) SetEC2InstanceType

func (s *DescribeEC2InstanceLimitsInput) SetEC2InstanceType(v string) *DescribeEC2InstanceLimitsInput

SetEC2InstanceType sets the EC2InstanceType field's value.

func (DescribeEC2InstanceLimitsInput) String

func (s DescribeEC2InstanceLimitsInput) String() string

String returns the string representation

type DescribeEC2InstanceLimitsOutput

type DescribeEC2InstanceLimitsOutput struct {

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

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimitsOutput

func (DescribeEC2InstanceLimitsOutput) GoString

func (s DescribeEC2InstanceLimitsOutput) GoString() string

GoString returns the string representation

func (*DescribeEC2InstanceLimitsOutput) SetEC2InstanceLimits

func (s *DescribeEC2InstanceLimitsOutput) SetEC2InstanceLimits(v []*EC2InstanceLimit) *DescribeEC2InstanceLimitsOutput

SetEC2InstanceLimits sets the EC2InstanceLimits field's value.

func (DescribeEC2InstanceLimitsOutput) String

func (s DescribeEC2InstanceLimitsOutput) String() string

String returns the string representation

type DescribeFleetAttributesInput

type DescribeFleetAttributesInput struct {

    // Unique identifier for a fleet(s) to retrieve attributes for. To request attributes
    // for all fleets, leave this parameter empty.
    FleetIds []*string `min:"1" type:"list"`

    // Maximum number of results to return. Use this parameter with NextToken to
    // get results as a set of sequential pages. This parameter is ignored when
    // the request specifies one or a list of fleet IDs.
    Limit *int64 `min:"1" type:"integer"`

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

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributesInput

func (DescribeFleetAttributesInput) GoString

func (s DescribeFleetAttributesInput) GoString() string

GoString returns the string representation

func (*DescribeFleetAttributesInput) SetFleetIds

func (s *DescribeFleetAttributesInput) SetFleetIds(v []*string) *DescribeFleetAttributesInput

SetFleetIds sets the FleetIds field's value.

func (*DescribeFleetAttributesInput) SetLimit

func (s *DescribeFleetAttributesInput) SetLimit(v int64) *DescribeFleetAttributesInput

SetLimit sets the Limit field's value.

func (*DescribeFleetAttributesInput) SetNextToken

func (s *DescribeFleetAttributesInput) SetNextToken(v string) *DescribeFleetAttributesInput

SetNextToken sets the NextToken field's value.

func (DescribeFleetAttributesInput) String

func (s DescribeFleetAttributesInput) String() string

String returns the string representation

func (*DescribeFleetAttributesInput) Validate

func (s *DescribeFleetAttributesInput) Validate() error

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

type DescribeFleetAttributesOutput

type DescribeFleetAttributesOutput struct {

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

    // Token that indicates where to resume retrieving results on the next call
    // to this action. If no token is returned, these results represent the end
    // of the list.
    NextToken *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributesOutput

func (DescribeFleetAttributesOutput) GoString

func (s DescribeFleetAttributesOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetAttributesOutput) SetFleetAttributes

func (s *DescribeFleetAttributesOutput) SetFleetAttributes(v []*FleetAttributes) *DescribeFleetAttributesOutput

SetFleetAttributes sets the FleetAttributes field's value.

func (*DescribeFleetAttributesOutput) SetNextToken

func (s *DescribeFleetAttributesOutput) SetNextToken(v string) *DescribeFleetAttributesOutput

SetNextToken sets the NextToken field's value.

func (DescribeFleetAttributesOutput) String

func (s DescribeFleetAttributesOutput) String() string

String returns the string representation

type DescribeFleetCapacityInput

type DescribeFleetCapacityInput struct {

    // Unique identifier for a fleet(s) to retrieve capacity information for. To
    // request capacity information for all fleets, leave this parameter empty.
    FleetIds []*string `min:"1" type:"list"`

    // Maximum number of results to return. Use this parameter with NextToken to
    // get results as a set of sequential pages. This parameter is ignored when
    // the request specifies one or a list of fleet IDs.
    Limit *int64 `min:"1" type:"integer"`

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

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacityInput

func (DescribeFleetCapacityInput) GoString

func (s DescribeFleetCapacityInput) GoString() string

GoString returns the string representation

func (*DescribeFleetCapacityInput) SetFleetIds

func (s *DescribeFleetCapacityInput) SetFleetIds(v []*string) *DescribeFleetCapacityInput

SetFleetIds sets the FleetIds field's value.

func (*DescribeFleetCapacityInput) SetLimit

func (s *DescribeFleetCapacityInput) SetLimit(v int64) *DescribeFleetCapacityInput

SetLimit sets the Limit field's value.

func (*DescribeFleetCapacityInput) SetNextToken

func (s *DescribeFleetCapacityInput) SetNextToken(v string) *DescribeFleetCapacityInput

SetNextToken sets the NextToken field's value.

func (DescribeFleetCapacityInput) String

func (s DescribeFleetCapacityInput) String() string

String returns the string representation

func (*DescribeFleetCapacityInput) Validate

func (s *DescribeFleetCapacityInput) Validate() error

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

type DescribeFleetCapacityOutput

type DescribeFleetCapacityOutput struct {

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

    // Token that indicates where to resume retrieving results on the next call
    // to this action. If no token is returned, these results represent the end
    // of the list.
    NextToken *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacityOutput

func (DescribeFleetCapacityOutput) GoString

func (s DescribeFleetCapacityOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetCapacityOutput) SetFleetCapacity

func (s *DescribeFleetCapacityOutput) SetFleetCapacity(v []*FleetCapacity) *DescribeFleetCapacityOutput

SetFleetCapacity sets the FleetCapacity field's value.

func (*DescribeFleetCapacityOutput) SetNextToken

func (s *DescribeFleetCapacityOutput) SetNextToken(v string) *DescribeFleetCapacityOutput

SetNextToken sets the NextToken field's value.

func (DescribeFleetCapacityOutput) String

func (s DescribeFleetCapacityOutput) String() string

String returns the string representation

type DescribeFleetEventsInput

type DescribeFleetEventsInput struct {

    // Most recent date to retrieve event logs for. If no end time is specified,
    // this call returns entries from the specified start time up to the present.
    // Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
    EndTime *time.Time `type:"timestamp" timestampFormat:"unix"`

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

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

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

    // Earliest date to retrieve event logs for. If no start time is specified,
    // this call returns entries starting from when the fleet was created to the
    // specified end time. Format is a number expressed in Unix time as milliseconds
    // (ex: "1469498468.057").
    StartTime *time.Time `type:"timestamp" timestampFormat:"unix"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEventsInput

func (DescribeFleetEventsInput) GoString

func (s DescribeFleetEventsInput) GoString() string

GoString returns the string representation

func (*DescribeFleetEventsInput) SetEndTime

func (s *DescribeFleetEventsInput) SetEndTime(v time.Time) *DescribeFleetEventsInput

SetEndTime sets the EndTime field's value.

func (*DescribeFleetEventsInput) SetFleetId

func (s *DescribeFleetEventsInput) SetFleetId(v string) *DescribeFleetEventsInput

SetFleetId sets the FleetId field's value.

func (*DescribeFleetEventsInput) SetLimit

func (s *DescribeFleetEventsInput) SetLimit(v int64) *DescribeFleetEventsInput

SetLimit sets the Limit field's value.

func (*DescribeFleetEventsInput) SetNextToken

func (s *DescribeFleetEventsInput) SetNextToken(v string) *DescribeFleetEventsInput

SetNextToken sets the NextToken field's value.

func (*DescribeFleetEventsInput) SetStartTime

func (s *DescribeFleetEventsInput) SetStartTime(v time.Time) *DescribeFleetEventsInput

SetStartTime sets the StartTime field's value.

func (DescribeFleetEventsInput) String

func (s DescribeFleetEventsInput) String() string

String returns the string representation

func (*DescribeFleetEventsInput) Validate

func (s *DescribeFleetEventsInput) Validate() error

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

type DescribeFleetEventsOutput

type DescribeFleetEventsOutput struct {

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

    // Token that indicates where to resume retrieving results on the next call
    // to this action. If no token is returned, these results represent the end
    // of the list.
    NextToken *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEventsOutput

func (DescribeFleetEventsOutput) GoString

func (s DescribeFleetEventsOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetEventsOutput) SetEvents

func (s *DescribeFleetEventsOutput) SetEvents(v []*Event) *DescribeFleetEventsOutput

SetEvents sets the Events field's value.

func (*DescribeFleetEventsOutput) SetNextToken

func (s *DescribeFleetEventsOutput) SetNextToken(v string) *DescribeFleetEventsOutput

SetNextToken sets the NextToken field's value.

func (DescribeFleetEventsOutput) String

func (s DescribeFleetEventsOutput) String() string

String returns the string representation

type DescribeFleetPortSettingsInput

type DescribeFleetPortSettingsInput struct {

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

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettingsInput

func (DescribeFleetPortSettingsInput) GoString

func (s DescribeFleetPortSettingsInput) GoString() string

GoString returns the string representation

func (*DescribeFleetPortSettingsInput) SetFleetId

func (s *DescribeFleetPortSettingsInput) SetFleetId(v string) *DescribeFleetPortSettingsInput

SetFleetId sets the FleetId field's value.

func (DescribeFleetPortSettingsInput) String

func (s DescribeFleetPortSettingsInput) String() string

String returns the string representation

func (*DescribeFleetPortSettingsInput) Validate

func (s *DescribeFleetPortSettingsInput) Validate() error

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

type DescribeFleetPortSettingsOutput

type DescribeFleetPortSettingsOutput struct {

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

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettingsOutput

func (DescribeFleetPortSettingsOutput) GoString

func (s DescribeFleetPortSettingsOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetPortSettingsOutput) SetInboundPermissions

func (s *DescribeFleetPortSettingsOutput) SetInboundPermissions(v []*IpPermission) *DescribeFleetPortSettingsOutput

SetInboundPermissions sets the InboundPermissions field's value.

func (DescribeFleetPortSettingsOutput) String

func (s DescribeFleetPortSettingsOutput) String() string

String returns the string representation

type DescribeFleetUtilizationInput

type DescribeFleetUtilizationInput struct {

    // Unique identifier for a fleet(s) to retrieve utilization data for. To request
    // utilization data for all fleets, leave this parameter empty.
    FleetIds []*string `min:"1" type:"list"`

    // Maximum number of results to return. Use this parameter with NextToken to
    // get results as a set of sequential pages. This parameter is ignored when
    // the request specifies one or a list of fleet IDs.
    Limit *int64 `min:"1" type:"integer"`

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

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilizationInput

func (DescribeFleetUtilizationInput) GoString

func (s DescribeFleetUtilizationInput) GoString() string

GoString returns the string representation

func (*DescribeFleetUtilizationInput) SetFleetIds

func (s *DescribeFleetUtilizationInput) SetFleetIds(v []*string) *DescribeFleetUtilizationInput

SetFleetIds sets the FleetIds field's value.

func (*DescribeFleetUtilizationInput) SetLimit

func (s *DescribeFleetUtilizationInput) SetLimit(v int64) *DescribeFleetUtilizationInput

SetLimit sets the Limit field's value.

func (*DescribeFleetUtilizationInput) SetNextToken

func (s *DescribeFleetUtilizationInput) SetNextToken(v string) *DescribeFleetUtilizationInput

SetNextToken sets the NextToken field's value.

func (DescribeFleetUtilizationInput) String

func (s DescribeFleetUtilizationInput) String() string

String returns the string representation

func (*DescribeFleetUtilizationInput) Validate

func (s *DescribeFleetUtilizationInput) Validate() error

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

type DescribeFleetUtilizationOutput

type DescribeFleetUtilizationOutput struct {

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

    // Token that indicates where to resume retrieving results on the next call
    // to this action. If no token is returned, these results represent the end
    // of the list.
    NextToken *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilizationOutput

func (DescribeFleetUtilizationOutput) GoString

func (s DescribeFleetUtilizationOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetUtilizationOutput) SetFleetUtilization

func (s *DescribeFleetUtilizationOutput) SetFleetUtilization(v []*FleetUtilization) *DescribeFleetUtilizationOutput

SetFleetUtilization sets the FleetUtilization field's value.

func (*DescribeFleetUtilizationOutput) SetNextToken

func (s *DescribeFleetUtilizationOutput) SetNextToken(v string) *DescribeFleetUtilizationOutput

SetNextToken sets the NextToken field's value.

func (DescribeFleetUtilizationOutput) String

func (s DescribeFleetUtilizationOutput) String() string

String returns the string representation

type DescribeGameSessionDetailsInput

type DescribeGameSessionDetailsInput struct {

    // Unique identifier for an alias associated with the fleet to retrieve all
    // game sessions for.
    AliasId *string `type:"string"`

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

    // Unique identifier for the game session to retrieve.
    GameSessionId *string `min:"1" type:"string"`

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

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

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

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetailsInput

func (DescribeGameSessionDetailsInput) GoString

func (s DescribeGameSessionDetailsInput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionDetailsInput) SetAliasId

func (s *DescribeGameSessionDetailsInput) SetAliasId(v string) *DescribeGameSessionDetailsInput

SetAliasId sets the AliasId field's value.

func (*DescribeGameSessionDetailsInput) SetFleetId

func (s *DescribeGameSessionDetailsInput) SetFleetId(v string) *DescribeGameSessionDetailsInput

SetFleetId sets the FleetId field's value.

func (*DescribeGameSessionDetailsInput) SetGameSessionId

func (s *DescribeGameSessionDetailsInput) SetGameSessionId(v string) *DescribeGameSessionDetailsInput

SetGameSessionId sets the GameSessionId field's value.

func (*DescribeGameSessionDetailsInput) SetLimit

func (s *DescribeGameSessionDetailsInput) SetLimit(v int64) *DescribeGameSessionDetailsInput

SetLimit sets the Limit field's value.

func (*DescribeGameSessionDetailsInput) SetNextToken

func (s *DescribeGameSessionDetailsInput) SetNextToken(v string) *DescribeGameSessionDetailsInput

SetNextToken sets the NextToken field's value.

func (*DescribeGameSessionDetailsInput) SetStatusFilter

func (s *DescribeGameSessionDetailsInput) SetStatusFilter(v string) *DescribeGameSessionDetailsInput

SetStatusFilter sets the StatusFilter field's value.

func (DescribeGameSessionDetailsInput) String

func (s DescribeGameSessionDetailsInput) String() string

String returns the string representation

func (*DescribeGameSessionDetailsInput) Validate

func (s *DescribeGameSessionDetailsInput) Validate() error

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

type DescribeGameSessionDetailsOutput

type DescribeGameSessionDetailsOutput struct {

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

    // Token that indicates where to resume retrieving results on the next call
    // to this action. If no token is returned, these results represent the end
    // of the list.
    NextToken *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetailsOutput

func (DescribeGameSessionDetailsOutput) GoString

func (s DescribeGameSessionDetailsOutput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionDetailsOutput) SetGameSessionDetails

func (s *DescribeGameSessionDetailsOutput) SetGameSessionDetails(v []*GameSessionDetail) *DescribeGameSessionDetailsOutput

SetGameSessionDetails sets the GameSessionDetails field's value.

func (*DescribeGameSessionDetailsOutput) SetNextToken

func (s *DescribeGameSessionDetailsOutput) SetNextToken(v string) *DescribeGameSessionDetailsOutput

SetNextToken sets the NextToken field's value.

func (DescribeGameSessionDetailsOutput) String

func (s DescribeGameSessionDetailsOutput) String() string

String returns the string representation

type DescribeGameSessionPlacementInput

type DescribeGameSessionPlacementInput struct {

    // Unique identifier for a game session placement to retrieve.
    //
    // PlacementId is a required field
    PlacementId *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacementInput

func (DescribeGameSessionPlacementInput) GoString

func (s DescribeGameSessionPlacementInput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionPlacementInput) SetPlacementId

func (s *DescribeGameSessionPlacementInput) SetPlacementId(v string) *DescribeGameSessionPlacementInput

SetPlacementId sets the PlacementId field's value.

func (DescribeGameSessionPlacementInput) String

func (s DescribeGameSessionPlacementInput) String() string

String returns the string representation

func (*DescribeGameSessionPlacementInput) Validate

func (s *DescribeGameSessionPlacementInput) Validate() error

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

type DescribeGameSessionPlacementOutput

type DescribeGameSessionPlacementOutput struct {

    // Object that describes the requested game session placement.
    GameSessionPlacement *GameSessionPlacement `type:"structure"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacementOutput

func (DescribeGameSessionPlacementOutput) GoString

func (s DescribeGameSessionPlacementOutput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionPlacementOutput) SetGameSessionPlacement

func (s *DescribeGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *DescribeGameSessionPlacementOutput

SetGameSessionPlacement sets the GameSessionPlacement field's value.

func (DescribeGameSessionPlacementOutput) String

func (s DescribeGameSessionPlacementOutput) String() string

String returns the string representation

type DescribeGameSessionQueuesInput

type DescribeGameSessionQueuesInput struct {

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

    // List of queue names to retrieve information for. To request settings for
    // all queues, leave this parameter empty.
    Names []*string `type:"list"`

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

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueuesInput

func (DescribeGameSessionQueuesInput) GoString

func (s DescribeGameSessionQueuesInput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionQueuesInput) SetLimit

func (s *DescribeGameSessionQueuesInput) SetLimit(v int64) *DescribeGameSessionQueuesInput

SetLimit sets the Limit field's value.

func (*DescribeGameSessionQueuesInput) SetNames

func (s *DescribeGameSessionQueuesInput) SetNames(v []*string) *DescribeGameSessionQueuesInput

SetNames sets the Names field's value.

func (*DescribeGameSessionQueuesInput) SetNextToken

func (s *DescribeGameSessionQueuesInput) SetNextToken(v string) *DescribeGameSessionQueuesInput

SetNextToken sets the NextToken field's value.

func (DescribeGameSessionQueuesInput) String

func (s DescribeGameSessionQueuesInput) String() string

String returns the string representation

func (*DescribeGameSessionQueuesInput) Validate

func (s *DescribeGameSessionQueuesInput) Validate() error

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

type DescribeGameSessionQueuesOutput

type DescribeGameSessionQueuesOutput struct {

    // Collection of objects that describes the requested game session queues.
    GameSessionQueues []*GameSessionQueue `type:"list"`

    // Token that indicates where to resume retrieving results on the next call
    // to this action. If no token is returned, these results represent the end
    // of the list.
    NextToken *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueuesOutput

func (DescribeGameSessionQueuesOutput) GoString

func (s DescribeGameSessionQueuesOutput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionQueuesOutput) SetGameSessionQueues

func (s *DescribeGameSessionQueuesOutput) SetGameSessionQueues(v []*GameSessionQueue) *DescribeGameSessionQueuesOutput

SetGameSessionQueues sets the GameSessionQueues field's value.

func (*DescribeGameSessionQueuesOutput) SetNextToken

func (s *DescribeGameSessionQueuesOutput) SetNextToken(v string) *DescribeGameSessionQueuesOutput

SetNextToken sets the NextToken field's value.

func (DescribeGameSessionQueuesOutput) String

func (s DescribeGameSessionQueuesOutput) String() string

String returns the string representation

type DescribeGameSessionsInput

type DescribeGameSessionsInput struct {

    // Unique identifier for an alias associated with the fleet to retrieve all
    // game sessions for.
    AliasId *string `type:"string"`

    // Unique identifier for a fleet to retrieve all game sessions for.
    FleetId *string `type:"string"`

    // Unique identifier for the game session to retrieve. You can use either a
    // GameSessionId or GameSessionArn value.
    GameSessionId *string `min:"1" type:"string"`

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

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

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

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionsInput

func (DescribeGameSessionsInput) GoString

func (s DescribeGameSessionsInput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionsInput) SetAliasId

func (s *DescribeGameSessionsInput) SetAliasId(v string) *DescribeGameSessionsInput

SetAliasId sets the AliasId field's value.

func (*DescribeGameSessionsInput) SetFleetId

func (s *DescribeGameSessionsInput) SetFleetId(v string) *DescribeGameSessionsInput

SetFleetId sets the FleetId field's value.

func (*DescribeGameSessionsInput) SetGameSessionId

func (s *DescribeGameSessionsInput) SetGameSessionId(v string) *DescribeGameSessionsInput

SetGameSessionId sets the GameSessionId field's value.

func (*DescribeGameSessionsInput) SetLimit

func (s *DescribeGameSessionsInput) SetLimit(v int64) *DescribeGameSessionsInput

SetLimit sets the Limit field's value.

func (*DescribeGameSessionsInput) SetNextToken

func (s *DescribeGameSessionsInput) SetNextToken(v string) *DescribeGameSessionsInput

SetNextToken sets the NextToken field's value.

func (*DescribeGameSessionsInput) SetStatusFilter

func (s *DescribeGameSessionsInput) SetStatusFilter(v string) *DescribeGameSessionsInput

SetStatusFilter sets the StatusFilter field's value.

func (DescribeGameSessionsInput) String

func (s DescribeGameSessionsInput) String() string

String returns the string representation

func (*DescribeGameSessionsInput) Validate

func (s *DescribeGameSessionsInput) Validate() error

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

type DescribeGameSessionsOutput

type DescribeGameSessionsOutput struct {

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

    // Token that indicates where to resume retrieving results on the next call
    // to this action. If no token is returned, these results represent the end
    // of the list.
    NextToken *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionsOutput

func (DescribeGameSessionsOutput) GoString

func (s DescribeGameSessionsOutput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionsOutput) SetGameSessions

func (s *DescribeGameSessionsOutput) SetGameSessions(v []*GameSession) *DescribeGameSessionsOutput

SetGameSessions sets the GameSessions field's value.

func (*DescribeGameSessionsOutput) SetNextToken

func (s *DescribeGameSessionsOutput) SetNextToken(v string) *DescribeGameSessionsOutput

SetNextToken sets the NextToken field's value.

func (DescribeGameSessionsOutput) String

func (s DescribeGameSessionsOutput) String() string

String returns the string representation

type DescribeInstancesInput

type DescribeInstancesInput struct {

    // Unique identifier for a fleet to retrieve instance information for.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

    // Unique identifier for an instance to retrieve. Specify an instance ID or
    // leave blank to retrieve all instances in the fleet.
    InstanceId *string `type:"string"`

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

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

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstancesInput

func (DescribeInstancesInput) GoString

func (s DescribeInstancesInput) GoString() string

GoString returns the string representation

func (*DescribeInstancesInput) SetFleetId

func (s *DescribeInstancesInput) SetFleetId(v string) *DescribeInstancesInput

SetFleetId sets the FleetId field's value.

func (*DescribeInstancesInput) SetInstanceId

func (s *DescribeInstancesInput) SetInstanceId(v string) *DescribeInstancesInput

SetInstanceId sets the InstanceId field's value.

func (*DescribeInstancesInput) SetLimit

func (s *DescribeInstancesInput) SetLimit(v int64) *DescribeInstancesInput

SetLimit sets the Limit field's value.

func (*DescribeInstancesInput) SetNextToken

func (s *DescribeInstancesInput) SetNextToken(v string) *DescribeInstancesInput

SetNextToken sets the NextToken field's value.

func (DescribeInstancesInput) String

func (s DescribeInstancesInput) String() string

String returns the string representation

func (*DescribeInstancesInput) Validate

func (s *DescribeInstancesInput) Validate() error

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

type DescribeInstancesOutput

type DescribeInstancesOutput struct {

    // Collection of objects containing properties for each instance returned.
    Instances []*Instance `type:"list"`

    // Token that indicates where to resume retrieving results on the next call
    // to this action. If no token is returned, these results represent the end
    // of the list.
    NextToken *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstancesOutput

func (DescribeInstancesOutput) GoString

func (s DescribeInstancesOutput) GoString() string

GoString returns the string representation

func (*DescribeInstancesOutput) SetInstances

func (s *DescribeInstancesOutput) SetInstances(v []*Instance) *DescribeInstancesOutput

SetInstances sets the Instances field's value.

func (*DescribeInstancesOutput) SetNextToken

func (s *DescribeInstancesOutput) SetNextToken(v string) *DescribeInstancesOutput

SetNextToken sets the NextToken field's value.

func (DescribeInstancesOutput) String

func (s DescribeInstancesOutput) String() string

String returns the string representation

type DescribeMatchmakingConfigurationsInput

type DescribeMatchmakingConfigurationsInput struct {

    // Maximum number of results to return. Use this parameter with NextToken to
    // get results as a set of sequential pages. This parameter is limited to 10.
    Limit *int64 `min:"1" type:"integer"`

    // Unique identifier for a matchmaking configuration(s) to retrieve. To request
    // all existing configurations, leave this parameter empty.
    Names []*string `type:"list"`

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

    // Unique identifier for a matchmaking rule set. Use this parameter to retrieve
    // all matchmaking configurations that use this rule set.
    RuleSetName *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurationsInput

func (DescribeMatchmakingConfigurationsInput) GoString

func (s DescribeMatchmakingConfigurationsInput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingConfigurationsInput) SetLimit

func (s *DescribeMatchmakingConfigurationsInput) SetLimit(v int64) *DescribeMatchmakingConfigurationsInput

SetLimit sets the Limit field's value.

func (*DescribeMatchmakingConfigurationsInput) SetNames

func (s *DescribeMatchmakingConfigurationsInput) SetNames(v []*string) *DescribeMatchmakingConfigurationsInput

SetNames sets the Names field's value.

func (*DescribeMatchmakingConfigurationsInput) SetNextToken

func (s *DescribeMatchmakingConfigurationsInput) SetNextToken(v string) *DescribeMatchmakingConfigurationsInput

SetNextToken sets the NextToken field's value.

func (*DescribeMatchmakingConfigurationsInput) SetRuleSetName

func (s *DescribeMatchmakingConfigurationsInput) SetRuleSetName(v string) *DescribeMatchmakingConfigurationsInput

SetRuleSetName sets the RuleSetName field's value.

func (DescribeMatchmakingConfigurationsInput) String

func (s DescribeMatchmakingConfigurationsInput) String() string

String returns the string representation

func (*DescribeMatchmakingConfigurationsInput) Validate

func (s *DescribeMatchmakingConfigurationsInput) Validate() error

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

type DescribeMatchmakingConfigurationsOutput

type DescribeMatchmakingConfigurationsOutput struct {

    // Collection of requested matchmaking configuration objects.
    Configurations []*MatchmakingConfiguration `type:"list"`

    // Token that indicates where to resume retrieving results on the next call
    // to this action. If no token is returned, these results represent the end
    // of the list.
    NextToken *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurationsOutput

func (DescribeMatchmakingConfigurationsOutput) GoString

func (s DescribeMatchmakingConfigurationsOutput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingConfigurationsOutput) SetConfigurations

func (s *DescribeMatchmakingConfigurationsOutput) SetConfigurations(v []*MatchmakingConfiguration) *DescribeMatchmakingConfigurationsOutput

SetConfigurations sets the Configurations field's value.

func (*DescribeMatchmakingConfigurationsOutput) SetNextToken

func (s *DescribeMatchmakingConfigurationsOutput) SetNextToken(v string) *DescribeMatchmakingConfigurationsOutput

SetNextToken sets the NextToken field's value.

func (DescribeMatchmakingConfigurationsOutput) String

func (s DescribeMatchmakingConfigurationsOutput) String() string

String returns the string representation

type DescribeMatchmakingInput

type DescribeMatchmakingInput struct {

    // Unique identifier for a matchmaking ticket. To request all existing tickets,
    // leave this parameter empty.
    //
    // TicketIds is a required field
    TicketIds []*string `type:"list" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingInput

func (DescribeMatchmakingInput) GoString

func (s DescribeMatchmakingInput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingInput) SetTicketIds

func (s *DescribeMatchmakingInput) SetTicketIds(v []*string) *DescribeMatchmakingInput

SetTicketIds sets the TicketIds field's value.

func (DescribeMatchmakingInput) String

func (s DescribeMatchmakingInput) String() string

String returns the string representation

func (*DescribeMatchmakingInput) Validate

func (s *DescribeMatchmakingInput) Validate() error

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

type DescribeMatchmakingOutput

type DescribeMatchmakingOutput struct {

    // Collection of existing matchmaking ticket objects matching the request.
    TicketList []*MatchmakingTicket `type:"list"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingOutput

func (DescribeMatchmakingOutput) GoString

func (s DescribeMatchmakingOutput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingOutput) SetTicketList

func (s *DescribeMatchmakingOutput) SetTicketList(v []*MatchmakingTicket) *DescribeMatchmakingOutput

SetTicketList sets the TicketList field's value.

func (DescribeMatchmakingOutput) String

func (s DescribeMatchmakingOutput) String() string

String returns the string representation

type DescribeMatchmakingRuleSetsInput

type DescribeMatchmakingRuleSetsInput struct {

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

    // Unique identifier for a matchmaking rule set. This name is used to identify
    // the rule set associated with a matchmaking configuration.
    Names []*string `min:"1" type:"list"`

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

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSetsInput

func (DescribeMatchmakingRuleSetsInput) GoString

func (s DescribeMatchmakingRuleSetsInput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingRuleSetsInput) SetLimit

func (s *DescribeMatchmakingRuleSetsInput) SetLimit(v int64) *DescribeMatchmakingRuleSetsInput

SetLimit sets the Limit field's value.

func (*DescribeMatchmakingRuleSetsInput) SetNames

func (s *DescribeMatchmakingRuleSetsInput) SetNames(v []*string) *DescribeMatchmakingRuleSetsInput

SetNames sets the Names field's value.

func (*DescribeMatchmakingRuleSetsInput) SetNextToken

func (s *DescribeMatchmakingRuleSetsInput) SetNextToken(v string) *DescribeMatchmakingRuleSetsInput

SetNextToken sets the NextToken field's value.

func (DescribeMatchmakingRuleSetsInput) String

func (s DescribeMatchmakingRuleSetsInput) String() string

String returns the string representation

func (*DescribeMatchmakingRuleSetsInput) Validate

func (s *DescribeMatchmakingRuleSetsInput) Validate() error

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

type DescribeMatchmakingRuleSetsOutput

type DescribeMatchmakingRuleSetsOutput struct {

    // Token that indicates where to resume retrieving results on the next call
    // to this action. If no token is returned, these results represent the end
    // of the list.
    NextToken *string `min:"1" type:"string"`

    // Collection of requested matchmaking rule set objects.
    //
    // RuleSets is a required field
    RuleSets []*MatchmakingRuleSet `type:"list" required:"true"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSetsOutput

func (DescribeMatchmakingRuleSetsOutput) GoString

func (s DescribeMatchmakingRuleSetsOutput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingRuleSetsOutput) SetNextToken

func (s *DescribeMatchmakingRuleSetsOutput) SetNextToken(v string) *DescribeMatchmakingRuleSetsOutput

SetNextToken sets the NextToken field's value.

func (*DescribeMatchmakingRuleSetsOutput) SetRuleSets

func (s *DescribeMatchmakingRuleSetsOutput) SetRuleSets(v []*MatchmakingRuleSet) *DescribeMatchmakingRuleSetsOutput

SetRuleSets sets the RuleSets field's value.

func (DescribeMatchmakingRuleSetsOutput) String

func (s DescribeMatchmakingRuleSetsOutput) String() string

String returns the string representation

type DescribePlayerSessionsInput

type DescribePlayerSessionsInput struct {

    // Unique identifier for the game session to retrieve player sessions for.
    GameSessionId *string `min:"1" type:"string"`

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

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

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

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

    // Player session status to filter results on.
    //
    // Possible player session statuses include the following:
    //
    //    * RESERVED -- The player session request has been received, but the player
    //    has not yet connected to the server process and/or been validated.
    //
    //    * ACTIVE -- The player has been validated by the server process and is
    //    currently connected.
    //
    //    * COMPLETED -- The player connection has been dropped.
    //
    //    * TIMEDOUT -- A player session request was received, but the player did
    //    not connect and/or was not validated within the timeout limit (60 seconds).
    PlayerSessionStatusFilter *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessionsInput

func (DescribePlayerSessionsInput) GoString

func (s DescribePlayerSessionsInput) GoString() string

GoString returns the string representation

func (*DescribePlayerSessionsInput) SetGameSessionId

func (s *DescribePlayerSessionsInput) SetGameSessionId(v string) *DescribePlayerSessionsInput

SetGameSessionId sets the GameSessionId field's value.

func (*DescribePlayerSessionsInput) SetLimit

func (s *DescribePlayerSessionsInput) SetLimit(v int64) *DescribePlayerSessionsInput

SetLimit sets the Limit field's value.

func (*DescribePlayerSessionsInput) SetNextToken

func (s *DescribePlayerSessionsInput) SetNextToken(v string) *DescribePlayerSessionsInput

SetNextToken sets the NextToken field's value.

func (*DescribePlayerSessionsInput) SetPlayerId

func (s *DescribePlayerSessionsInput) SetPlayerId(v string) *DescribePlayerSessionsInput

SetPlayerId sets the PlayerId field's value.

func (*DescribePlayerSessionsInput) SetPlayerSessionId

func (s *DescribePlayerSessionsInput) SetPlayerSessionId(v string) *DescribePlayerSessionsInput

SetPlayerSessionId sets the PlayerSessionId field's value.

func (*DescribePlayerSessionsInput) SetPlayerSessionStatusFilter

func (s *DescribePlayerSessionsInput) SetPlayerSessionStatusFilter(v string) *DescribePlayerSessionsInput

SetPlayerSessionStatusFilter sets the PlayerSessionStatusFilter field's value.

func (DescribePlayerSessionsInput) String

func (s DescribePlayerSessionsInput) String() string

String returns the string representation

func (*DescribePlayerSessionsInput) Validate

func (s *DescribePlayerSessionsInput) Validate() error

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

type DescribePlayerSessionsOutput

type DescribePlayerSessionsOutput struct {

    // Token that indicates where to resume retrieving results on the next call
    // to this action. If no token is returned, these results represent the end
    // of the list.
    NextToken *string `min:"1" type:"string"`

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

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessionsOutput

func (DescribePlayerSessionsOutput) GoString

func (s DescribePlayerSessionsOutput) GoString() string

GoString returns the string representation

func (*DescribePlayerSessionsOutput) SetNextToken

func (s *DescribePlayerSessionsOutput) SetNextToken(v string) *DescribePlayerSessionsOutput

SetNextToken sets the NextToken field's value.

func (*DescribePlayerSessionsOutput) SetPlayerSessions

func (s *DescribePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *DescribePlayerSessionsOutput

SetPlayerSessions sets the PlayerSessions field's value.

func (DescribePlayerSessionsOutput) String

func (s DescribePlayerSessionsOutput) String() string

String returns the string representation

type DescribeRuntimeConfigurationInput

type DescribeRuntimeConfigurationInput struct {

    // Unique identifier for a fleet to get the run-time configuration for.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfigurationInput

func (DescribeRuntimeConfigurationInput) GoString

func (s DescribeRuntimeConfigurationInput) GoString() string

GoString returns the string representation

func (*DescribeRuntimeConfigurationInput) SetFleetId

func (s *DescribeRuntimeConfigurationInput) SetFleetId(v string) *DescribeRuntimeConfigurationInput

SetFleetId sets the FleetId field's value.

func (DescribeRuntimeConfigurationInput) String

func (s DescribeRuntimeConfigurationInput) String() string

String returns the string representation

func (*DescribeRuntimeConfigurationInput) Validate

func (s *DescribeRuntimeConfigurationInput) Validate() error

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

type DescribeRuntimeConfigurationOutput

type DescribeRuntimeConfigurationOutput struct {

    // Instructions describing how server processes should be launched and maintained
    // on each instance in the fleet.
    RuntimeConfiguration *RuntimeConfiguration `type:"structure"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfigurationOutput

func (DescribeRuntimeConfigurationOutput) GoString

func (s DescribeRuntimeConfigurationOutput) GoString() string

GoString returns the string representation

func (*DescribeRuntimeConfigurationOutput) SetRuntimeConfiguration

func (s *DescribeRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeConfiguration) *DescribeRuntimeConfigurationOutput

SetRuntimeConfiguration sets the RuntimeConfiguration field's value.

func (DescribeRuntimeConfigurationOutput) String

func (s DescribeRuntimeConfigurationOutput) String() string

String returns the string representation

type DescribeScalingPoliciesInput

type DescribeScalingPoliciesInput struct {

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

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

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

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

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPoliciesInput

func (DescribeScalingPoliciesInput) GoString

func (s DescribeScalingPoliciesInput) GoString() string

GoString returns the string representation

func (*DescribeScalingPoliciesInput) SetFleetId

func (s *DescribeScalingPoliciesInput) SetFleetId(v string) *DescribeScalingPoliciesInput

SetFleetId sets the FleetId field's value.

func (*DescribeScalingPoliciesInput) SetLimit

func (s *DescribeScalingPoliciesInput) SetLimit(v int64) *DescribeScalingPoliciesInput

SetLimit sets the Limit field's value.

func (*DescribeScalingPoliciesInput) SetNextToken

func (s *DescribeScalingPoliciesInput) SetNextToken(v string) *DescribeScalingPoliciesInput

SetNextToken sets the NextToken field's value.

func (*DescribeScalingPoliciesInput) SetStatusFilter

func (s *DescribeScalingPoliciesInput) SetStatusFilter(v string) *DescribeScalingPoliciesInput

SetStatusFilter sets the StatusFilter field's value.

func (DescribeScalingPoliciesInput) String

func (s DescribeScalingPoliciesInput) String() string

String returns the string representation

func (*DescribeScalingPoliciesInput) Validate

func (s *DescribeScalingPoliciesInput) Validate() error

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

type DescribeScalingPoliciesOutput

type DescribeScalingPoliciesOutput struct {

    // Token that indicates where to resume retrieving results on the next call
    // to this action. If no token is returned, these results represent the end
    // of the list.
    NextToken *string `min:"1" type:"string"`

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

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPoliciesOutput

func (DescribeScalingPoliciesOutput) GoString

func (s DescribeScalingPoliciesOutput) GoString() string

GoString returns the string representation

func (*DescribeScalingPoliciesOutput) SetNextToken

func (s *DescribeScalingPoliciesOutput) SetNextToken(v string) *DescribeScalingPoliciesOutput

SetNextToken sets the NextToken field's value.

func (*DescribeScalingPoliciesOutput) SetScalingPolicies

func (s *DescribeScalingPoliciesOutput) SetScalingPolicies(v []*ScalingPolicy) *DescribeScalingPoliciesOutput

SetScalingPolicies sets the ScalingPolicies field's value.

func (DescribeScalingPoliciesOutput) String

func (s DescribeScalingPoliciesOutput) String() string

String returns the string representation

type DescribeVpcPeeringAuthorizationsInput

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

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizationsInput

func (DescribeVpcPeeringAuthorizationsInput) GoString

func (s DescribeVpcPeeringAuthorizationsInput) GoString() string

GoString returns the string representation

func (DescribeVpcPeeringAuthorizationsInput) String

func (s DescribeVpcPeeringAuthorizationsInput) String() string

String returns the string representation

type DescribeVpcPeeringAuthorizationsOutput

type DescribeVpcPeeringAuthorizationsOutput struct {

    // Collection of objects that describe all valid VPC peering operations for
    // the current AWS account.
    VpcPeeringAuthorizations []*VpcPeeringAuthorization `type:"list"`
    // contains filtered or unexported fields
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizationsOutput

func (DescribeVpcPeeringAuthorizationsOutput) GoString

func (s DescribeVpcPeeringAuthorizationsOutput) GoString() string

GoString returns the string representation

func (*DescribeVpcPeeringAuthorizationsOutput) SetVpcPeeringAuthorizations

func (s *DescribeVpcPeeringAuthorizationsOutput) SetVpcPeeringAuthorizations(v []*VpcPeeringAuthorization) *DescribeVpcPeeringAuthorizationsOutput

SetVpcPeeringAuthorizations sets the VpcPeeringAuthorizations field's value.

func (DescribeVpcPeeringAuthorizationsOutput) String

func (s DescribeVpcPeeringAuthorizationsOutput) String() string

String returns the string representation

type DescribeVpcPeeringConnectionsInput

type DescribeVpcPeeringConnectionsInput struct {

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

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnectionsInput

func (DescribeVpcPeeringConnectionsInput) GoString

func (s DescribeVpcPeeringConnectionsInput) GoString() string

GoString returns the string representation

func (*DescribeVpcPeeringConnectionsInput) SetFleetId

func (s *DescribeVpcPeeringConnectionsInput) SetFleetId(v string) *DescribeVpcPeeringConnectionsInput

SetFleetId sets the FleetId field's value.

func (DescribeVpcPeeringConnectionsInput) String

func (s DescribeVpcPeeringConnectionsInput) String() string

String returns the string representation

type DescribeVpcPeeringConnectionsOutput

type DescribeVpcPeeringConnectionsOutput struct {

    // Collection of VPC peering connection records that match the request.
    VpcPeeringConnections []*VpcPeeringConnection `type:"list"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnectionsOutput

func (DescribeVpcPeeringConnectionsOutput) GoString

func (s DescribeVpcPeeringConnectionsOutput) GoString() string

GoString returns the string representation

func (*DescribeVpcPeeringConnectionsOutput) SetVpcPeeringConnections

func (s *DescribeVpcPeeringConnectionsOutput) SetVpcPeeringConnections(v []*VpcPeeringConnection) *DescribeVpcPeeringConnectionsOutput

SetVpcPeeringConnections sets the VpcPeeringConnections field's value.

func (DescribeVpcPeeringConnectionsOutput) String

func (s DescribeVpcPeeringConnectionsOutput) String() string

String returns the string representation

type DesiredPlayerSession

type DesiredPlayerSession struct {

    // Developer-defined information related to a player. Amazon GameLift does not
    // use this data, so it can be formatted as needed for use in the game.
    PlayerData *string `min:"1" type:"string"`

    // Unique identifier for a player to associate with the player session.
    PlayerId *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Player information for use when creating player sessions using a game session placement request with StartGameSessionPlacement. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DesiredPlayerSession

func (DesiredPlayerSession) GoString

func (s DesiredPlayerSession) GoString() string

GoString returns the string representation

func (*DesiredPlayerSession) SetPlayerData

func (s *DesiredPlayerSession) SetPlayerData(v string) *DesiredPlayerSession

SetPlayerData sets the PlayerData field's value.

func (*DesiredPlayerSession) SetPlayerId

func (s *DesiredPlayerSession) SetPlayerId(v string) *DesiredPlayerSession

SetPlayerId sets the PlayerId field's value.

func (DesiredPlayerSession) String

func (s DesiredPlayerSession) String() string

String returns the string representation

func (*DesiredPlayerSession) Validate

func (s *DesiredPlayerSession) Validate() error

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

type EC2InstanceCounts

type EC2InstanceCounts struct {

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

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

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

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

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

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

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

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

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/EC2InstanceCounts

func (EC2InstanceCounts) GoString

func (s EC2InstanceCounts) GoString() string

GoString returns the string representation

func (*EC2InstanceCounts) SetACTIVE

func (s *EC2InstanceCounts) SetACTIVE(v int64) *EC2InstanceCounts

SetACTIVE sets the ACTIVE field's value.

func (*EC2InstanceCounts) SetDESIRED

func (s *EC2InstanceCounts) SetDESIRED(v int64) *EC2InstanceCounts

SetDESIRED sets the DESIRED field's value.

func (*EC2InstanceCounts) SetIDLE

func (s *EC2InstanceCounts) SetIDLE(v int64) *EC2InstanceCounts

SetIDLE sets the IDLE field's value.

func (*EC2InstanceCounts) SetMAXIMUM

func (s *EC2InstanceCounts) SetMAXIMUM(v int64) *EC2InstanceCounts

SetMAXIMUM sets the MAXIMUM field's value.

func (*EC2InstanceCounts) SetMINIMUM

func (s *EC2InstanceCounts) SetMINIMUM(v int64) *EC2InstanceCounts

SetMINIMUM sets the MINIMUM field's value.

func (*EC2InstanceCounts) SetPENDING

func (s *EC2InstanceCounts) SetPENDING(v int64) *EC2InstanceCounts

SetPENDING sets the PENDING field's value.

func (*EC2InstanceCounts) SetTERMINATING

func (s *EC2InstanceCounts) SetTERMINATING(v int64) *EC2InstanceCounts

SetTERMINATING sets the TERMINATING field's value.

func (EC2InstanceCounts) String

func (s EC2InstanceCounts) String() string

String returns the string representation

type EC2InstanceLimit

type EC2InstanceLimit struct {

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

    // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
    // instance type determines the computing resources of each instance in the
    // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift
    // supports the following EC2 instance types. See Amazon EC2 Instance Types
    // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions.
    EC2InstanceType *string `type:"string" enum:"EC2InstanceType"`

    // Number of instances allowed.
    InstanceLimit *int64 `type:"integer"`
    // contains filtered or unexported fields
}

Maximum number of instances allowed based on the Amazon Elastic Compute Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/EC2InstanceLimit

func (EC2InstanceLimit) GoString

func (s EC2InstanceLimit) GoString() string

GoString returns the string representation

func (*EC2InstanceLimit) SetCurrentInstances

func (s *EC2InstanceLimit) SetCurrentInstances(v int64) *EC2InstanceLimit

SetCurrentInstances sets the CurrentInstances field's value.

func (*EC2InstanceLimit) SetEC2InstanceType

func (s *EC2InstanceLimit) SetEC2InstanceType(v string) *EC2InstanceLimit

SetEC2InstanceType sets the EC2InstanceType field's value.

func (*EC2InstanceLimit) SetInstanceLimit

func (s *EC2InstanceLimit) SetInstanceLimit(v int64) *EC2InstanceLimit

SetInstanceLimit sets the InstanceLimit field's value.

func (EC2InstanceLimit) String

func (s EC2InstanceLimit) String() string

String returns the string representation

type Event

type Event struct {

    // Type of event being logged. The following events are currently in use:
    //
    // General events:
    //
    //    *  GENERIC_EVENT -- An unspecified event has occurred.
    //
    // Fleet creation events:
    //
    //    * FLEET_CREATED -- A fleet record was successfully created with a status
    //    of NEW. Event messaging includes the fleet ID.
    //
    //    * FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING.
    //    The compressed build has started downloading to a fleet instance for installation.
    //
    //    *  FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the
    //    fleet instance.
    //
    //    * FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully
    //    downloaded to an instance, and the build files are now being extracted
    //    from the uploaded build and saved to an instance. Failure at this stage
    //    prevents a fleet from moving to ACTIVE status. Logs for this stage display
    //    a list of the files that are extracted and saved on the instance. Access
    //    the logs by using the URL in PreSignedLogUrl.
    //
    //    * FLEET_CREATION_RUNNING_INSTALLER – The game server build files were
    //    successfully extracted, and the Amazon GameLift is now running the build's
    //    install script (if one is included). Failure in this stage prevents a
    //    fleet from moving to ACTIVE status. Logs for this stage list the installation
    //    steps and whether or not the install completed successfully. Access the
    //    logs by using the URL in PreSignedLogUrl.
    //
    //    * FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful,
    //    and the Amazon GameLift is now verifying that the game server launch paths,
    //    which are specified in the fleet's run-time configuration, exist. If any
    //    listed launch path exists, Amazon GameLift tries to launch a game server
    //    process and waits for the process to report ready. Failures in this stage
    //    prevent a fleet from moving to ACTIVE status. Logs for this stage list
    //    the launch paths in the run-time configuration and indicate whether each
    //    is found. Access the logs by using the URL in PreSignedLogUrl.
    //
    //    * FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING.
    //
    //    *  FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the run-time
    //    configuration failed because the executable specified in a launch path
    //    does not exist on the instance.
    //
    //    * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING.
    //
    //    * FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the run-time
    //    configuration failed because the executable specified in a launch path
    //    failed to run on the fleet instance.
    //
    //    * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING.
    //
    //
    //    *  FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete
    //    one of the steps in the fleet activation process. This event code indicates
    //    that the game build was successfully downloaded to a fleet instance, built,
    //    and validated, but was not able to start a server process. A possible
    //    reason for failure is that the game server is not reporting "process ready"
    //    to the Amazon GameLift service.
    //
    //    * FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to
    //    ACTIVE. The fleet is now ready to host game sessions.
    //
    // VPC peering events:
    //
    //    * FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established
    //    between the VPC for an Amazon GameLift fleet and a VPC in your AWS account.
    //
    //    * FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed.
    //    Event details and status information (see DescribeVpcPeeringConnections)
    //    provide additional detail. A common reason for peering failure is that
    //    the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve
    //    this, change the CIDR block for the VPC in your AWS account. For more
    //    information on VPC peering failures, see http://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html
    //    (http://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html)
    //
    //    * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully
    //    deleted.
    //
    // Other fleet events:
    //
    //    * FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings
    //    (desired instances, minimum/maximum scaling limits). Event messaging includes
    //    the new capacity settings.
    //
    //    * FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made
    //    to the fleet's game session protection policy setting. Event messaging
    //    includes both the old and new policy setting.
    //
    //    * FLEET_DELETED -- A request to delete a fleet was initiated.
    EventCode *string `type:"string" enum:"EventCode"`

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

    // Time stamp indicating when this event occurred. Format is a number expressed
    // in Unix time as milliseconds (for example "1469498468.057").
    EventTime *time.Time `type:"timestamp" timestampFormat:"unix"`

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

    // Location of stored logs with additional detail that is related to the event.
    // This is useful for debugging issues. The URL is valid for 15 minutes. You
    // can also access fleet creation logs through the Amazon GameLift console.
    PreSignedLogUrl *string `min:"1" type:"string"`

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

Log entry describing an event that involves Amazon GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Event

func (Event) GoString

func (s Event) GoString() string

GoString returns the string representation

func (*Event) SetEventCode

func (s *Event) SetEventCode(v string) *Event

SetEventCode sets the EventCode field's value.

func (*Event) SetEventId

func (s *Event) SetEventId(v string) *Event

SetEventId sets the EventId field's value.

func (*Event) SetEventTime

func (s *Event) SetEventTime(v time.Time) *Event

SetEventTime sets the EventTime field's value.

func (*Event) SetMessage

func (s *Event) SetMessage(v string) *Event

SetMessage sets the Message field's value.

func (*Event) SetPreSignedLogUrl

func (s *Event) SetPreSignedLogUrl(v string) *Event

SetPreSignedLogUrl sets the PreSignedLogUrl field's value.

func (*Event) SetResourceId

func (s *Event) SetResourceId(v string) *Event

SetResourceId sets the ResourceId field's value.

func (Event) String

func (s Event) String() string

String returns the string representation

type FleetAttributes

type FleetAttributes struct {

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

    // Time stamp indicating when this data object was created. Format is a number
    // expressed in Unix time as milliseconds (for example "1469498468.057").
    CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"`

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

    // Identifier for a fleet that is unique across all regions.
    FleetArn *string `min:"1" type:"string"`

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

    // Location of default log files. When a server process is shut down, Amazon
    // GameLift captures and stores any log files in this location. These logs are
    // in addition to game session logs; see more on game session logs in the Amazon
    // GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code).
    // If no default log path for a fleet is specified, Amazon GameLift automatically
    // uploads logs that are stored on each instance at C:\game\logs (for Windows)
    // or /local/game/logs (for Linux). Use the Amazon GameLift console to access
    // stored logs.
    LogPaths []*string `type:"list"`

    // Names of metric groups that this fleet is included in. In Amazon CloudWatch,
    // you can view metrics for an individual fleet or aggregated metrics for fleets
    // that are in a fleet metric group. A fleet can be included in only one metric
    // group at a time.
    MetricGroups []*string `type:"list"`

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

    // Type of game session protection to set for all new instances started in the
    // fleet.
    //
    //    * NoProtection -- The game session can be terminated during a scale-down
    //    event.
    //
    //    * FullProtection -- If the game session is in an ACTIVE status, it cannot
    //    be terminated during a scale-down event.
    NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"`

    // Operating system of the fleet's computing resources. A fleet's operating
    // system depends on the OS specified for the build that is deployed on this
    // fleet.
    OperatingSystem *string `type:"string" enum:"OperatingSystem"`

    // Fleet policy to limit the number of game sessions an individual player can
    // create over a span of time.
    ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"`

    // Game server launch parameters specified for fleets created before 2016-08-04
    // (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after
    // this date are specified in the fleet's RuntimeConfiguration.
    ServerLaunchParameters *string `min:"1" type:"string"`

    // Path to a game server executable in the fleet's build, specified for fleets
    // created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for
    // fleets created after this date are specified in the fleet's RuntimeConfiguration.
    ServerLaunchPath *string `min:"1" type:"string"`

    // Current status of the fleet.
    //
    // Possible fleet statuses include the following:
    //
    //    * NEW -- A new fleet has been defined and desired instances is set to
    //    1.
    //
    //    * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting
    //    up the new fleet, creating new instances with the game build and starting
    //    server processes.
    //
    //    * ACTIVE -- Hosts can now accept game sessions.
    //
    //    * ERROR -- An error occurred when downloading, validating, building, or
    //    activating the fleet.
    //
    //    * DELETING -- Hosts are responding to a delete fleet request.
    //
    //    * TERMINATED -- The fleet no longer exists.
    Status *string `type:"string" enum:"FleetStatus"`

    // Time stamp indicating when this data object was terminated. Format is a number
    // expressed in Unix time as milliseconds (for example "1469498468.057").
    TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"`
    // contains filtered or unexported fields
}

General properties describing a fleet.

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetAttributes

func (FleetAttributes) GoString

func (s FleetAttributes) GoString() string

GoString returns the string representation

func (*FleetAttributes) SetBuildId

func (s *FleetAttributes) SetBuildId(v string) *FleetAttributes

SetBuildId sets the BuildId field's value.

func (*FleetAttributes) SetCreationTime

func (s *FleetAttributes) SetCreationTime(v time.Time) *FleetAttributes

SetCreationTime sets the CreationTime field's value.

func (*FleetAttributes) SetDescription

func (s *FleetAttributes) SetDescription(v string) *FleetAttributes

SetDescription sets the Description field's value.

func (*FleetAttributes) SetFleetArn

func (s *FleetAttributes) SetFleetArn(v string) *FleetAttributes

SetFleetArn sets the FleetArn field's value.

func (*FleetAttributes) SetFleetId

func (s *FleetAttributes) SetFleetId(v string) *FleetAttributes

SetFleetId sets the FleetId field's value.

func (*FleetAttributes) SetLogPaths

func (s *FleetAttributes) SetLogPaths(v []*string) *FleetAttributes

SetLogPaths sets the LogPaths field's value.

func (*FleetAttributes) SetMetricGroups

func (s *FleetAttributes) SetMetricGroups(v []*string) *FleetAttributes

SetMetricGroups sets the MetricGroups field's value.

func (*FleetAttributes) SetName

func (s *FleetAttributes) SetName(v string) *FleetAttributes

SetName sets the Name field's value.

func (*FleetAttributes) SetNewGameSessionProtectionPolicy

func (s *FleetAttributes) SetNewGameSessionProtectionPolicy(v string) *FleetAttributes

SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.

func (*FleetAttributes) SetOperatingSystem

func (s *FleetAttributes) SetOperatingSystem(v string) *FleetAttributes

SetOperatingSystem sets the OperatingSystem field's value.

func (*FleetAttributes) SetResourceCreationLimitPolicy

func (s *FleetAttributes) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *FleetAttributes

SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.

func (*FleetAttributes) SetServerLaunchParameters

func (s *FleetAttributes) SetServerLaunchParameters(v string) *FleetAttributes

SetServerLaunchParameters sets the ServerLaunchParameters field's value.

func (*FleetAttributes) SetServerLaunchPath

func (s *FleetAttributes) SetServerLaunchPath(v string) *FleetAttributes

SetServerLaunchPath sets the ServerLaunchPath field's value.

func (*FleetAttributes) SetStatus

func (s *FleetAttributes) SetStatus(v string) *FleetAttributes

SetStatus sets the Status field's value.

func (*FleetAttributes) SetTerminationTime

func (s *FleetAttributes) SetTerminationTime(v time.Time) *FleetAttributes

SetTerminationTime sets the TerminationTime field's value.

func (FleetAttributes) String

func (s FleetAttributes) String() string

String returns the string representation

type FleetCapacity

type FleetCapacity struct {

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

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

    // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
    // instance type determines the computing resources of each instance in the
    // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift
    // supports the following EC2 instance types. See Amazon EC2 Instance Types
    // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions.
    InstanceType *string `type:"string" enum:"EC2InstanceType"`
    // contains filtered or unexported fields
}

Information about the fleet's capacity. Fleet capacity is measured in EC2 instances. By default, new fleets have a capacity of one instance, but can be updated as needed. The maximum number of instances for a fleet is determined by the fleet's instance type.

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetCapacity

func (FleetCapacity) GoString

func (s FleetCapacity) GoString() string

GoString returns the string representation

func (*FleetCapacity) SetFleetId

func (s *FleetCapacity) SetFleetId(v string) *FleetCapacity

SetFleetId sets the FleetId field's value.

func (*FleetCapacity) SetInstanceCounts

func (s *FleetCapacity) SetInstanceCounts(v *EC2InstanceCounts) *FleetCapacity

SetInstanceCounts sets the InstanceCounts field's value.

func (*FleetCapacity) SetInstanceType

func (s *FleetCapacity) SetInstanceType(v string) *FleetCapacity

SetInstanceType sets the InstanceType field's value.

func (FleetCapacity) String

func (s FleetCapacity) String() string

String returns the string representation

type FleetUtilization

type FleetUtilization struct {

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

    // Number of server processes in an ACTIVE status currently running across all
    // instances in the fleet
    ActiveServerProcessCount *int64 `type:"integer"`

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

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

    // Maximum players allowed across all game sessions currently being hosted on
    // all instances in the fleet.
    MaximumPlayerSessionCount *int64 `type:"integer"`
    // contains filtered or unexported fields
}

Current status of fleet utilization, including the number of game and player sessions being hosted.

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetUtilization

func (FleetUtilization) GoString

func (s FleetUtilization) GoString() string

GoString returns the string representation

func (*FleetUtilization) SetActiveGameSessionCount

func (s *FleetUtilization) SetActiveGameSessionCount(v int64) *FleetUtilization

SetActiveGameSessionCount sets the ActiveGameSessionCount field's value.

func (*FleetUtilization) SetActiveServerProcessCount

func (s *FleetUtilization) SetActiveServerProcessCount(v int64) *FleetUtilization

SetActiveServerProcessCount sets the ActiveServerProcessCount field's value.

func (*FleetUtilization) SetCurrentPlayerSessionCount

func (s *FleetUtilization) SetCurrentPlayerSessionCount(v int64) *FleetUtilization

SetCurrentPlayerSessionCount sets the CurrentPlayerSessionCount field's value.

func (*FleetUtilization) SetFleetId

func (s *FleetUtilization) SetFleetId(v string) *FleetUtilization

SetFleetId sets the FleetId field's value.

func (*FleetUtilization) SetMaximumPlayerSessionCount

func (s *FleetUtilization) SetMaximumPlayerSessionCount(v int64) *FleetUtilization

SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.

func (FleetUtilization) String

func (s FleetUtilization) String() string

String returns the string representation

type GameLift

type GameLift struct {
    *client.Client
}

GameLift provides the API operation methods for making requests to Amazon GameLift. See this package's package overview docs for details on the service.

GameLift methods are safe to use concurrently. It is not safe to modify mutate any of the struct's properties though.

func New

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

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

Example:

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

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

func (*GameLift) AcceptMatch

func (c *GameLift) AcceptMatch(input *AcceptMatchInput) (*AcceptMatchOutput, error)

AcceptMatch API operation for Amazon GameLift.

Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.

When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error.

To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match.

If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where all players accepted the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to accept the match, the ticket status is set to FAILED, and processing is terminated. A new matchmaking request for these players can be submitted as needed.

Matchmaking-related operations include:

* StartMatchmaking

* DescribeMatchmaking

* StopMatchmaking

* AcceptMatch

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation AcceptMatch for usage and error information.

Returned Error Codes:

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnsupportedRegionException "UnsupportedRegionException"
The requested operation is not supported in the region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch

func (*GameLift) AcceptMatchRequest

func (c *GameLift) AcceptMatchRequest(input *AcceptMatchInput) (req *request.Request, output *AcceptMatchOutput)

AcceptMatchRequest generates a "aws/request.Request" representing the client's request for the AcceptMatch operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See AcceptMatch for more information on using the AcceptMatch API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the AcceptMatchRequest method.
req, resp := client.AcceptMatchRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch

func (*GameLift) AcceptMatchWithContext

func (c *GameLift) AcceptMatchWithContext(ctx aws.Context, input *AcceptMatchInput, opts ...request.Option) (*AcceptMatchOutput, error)

AcceptMatchWithContext is the same as AcceptMatch with the addition of the ability to pass a context and additional request options.

See AcceptMatch for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateAlias

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

CreateAlias API operation for Amazon GameLift.

Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. By using a fleet alias instead of a specific fleet ID, you can switch gameplay and players to a new fleet without changing your game client or other game components. For example, for games in production, using an alias allows you to seamlessly redirect your player base to a new game server update.

Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.

To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. You can reassign an alias to another fleet by calling UpdateAlias.

Alias-related operations include:

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateAlias for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeConflictException "ConflictException"
The requested operation would cause a conflict with the current state of
a service resource associated with the request. Resolve the conflict before
retrying this request.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeLimitExceededException "LimitExceededException"
The requested operation would cause the resource to exceed the allowed service
limit. Resolve the issue before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias

func (*GameLift) CreateAliasRequest

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

CreateAliasRequest generates a "aws/request.Request" representing the client's request for the CreateAlias operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateAlias for more information on using the CreateAlias API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateAliasRequest method.
req, resp := client.CreateAliasRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias

func (*GameLift) CreateAliasWithContext

func (c *GameLift) CreateAliasWithContext(ctx aws.Context, input *CreateAliasInput, opts ...request.Option) (*CreateAliasOutput, error)

CreateAliasWithContext is the same as CreateAlias with the addition of the ability to pass a context and additional request options.

See CreateAlias for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateBuild

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

CreateBuild API operation for Amazon GameLift.

Creates a new Amazon GameLift build from a set of game server binary files stored in an Amazon Simple Storage Service (Amazon S3) location. To use this API call, create a .zip file containing all of the files for the build and store it in an Amazon S3 bucket under your AWS account. For help on packaging your build files and creating a build, see Uploading Your Game to Amazon GameLift (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html).

Use this API action ONLY if you are storing your game build files in an Amazon S3 bucket. To create a build using files stored locally, use the CLI command upload-build (http://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html), which uploads the build files from a file location you specify.

To create a new build using CreateBuild, identify the storage location and operating system of your game build. You also have the option of specifying a build name and version. If successful, this action creates a new build record with an unique build ID and in INITIALIZED status. Use the API call DescribeBuild to check the status of your build. A build must be in READY status before it can be used to create fleets to host your game.

Build-related operations include:

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateBuild for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeConflictException "ConflictException"
The requested operation would cause a conflict with the current state of
a service resource associated with the request. Resolve the conflict before
retrying this request.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild

func (*GameLift) CreateBuildRequest

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

CreateBuildRequest generates a "aws/request.Request" representing the client's request for the CreateBuild operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateBuild for more information on using the CreateBuild API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateBuildRequest method.
req, resp := client.CreateBuildRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild

func (*GameLift) CreateBuildWithContext

func (c *GameLift) CreateBuildWithContext(ctx aws.Context, input *CreateBuildInput, opts ...request.Option) (*CreateBuildOutput, error)

CreateBuildWithContext is the same as CreateBuild with the addition of the ability to pass a context and additional request options.

See CreateBuild for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateFleet

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

CreateFleet API operation for Amazon GameLift.

Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple server processes to host game sessions. You configure a fleet to create instances with certain hardware specifications (see Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/) for more information), and deploy a specified game build to each instance. A newly created fleet passes through several statuses; once it reaches the ACTIVE status, it can begin hosting game sessions.

To create a new fleet, you must specify the following: (1) fleet name, (2) build ID of an uploaded game build, (3) an EC2 instance type, and (4) a run-time configuration that describes which server processes to run on each instance in the fleet. (Although the run-time configuration is not a required parameter, the fleet cannot be successfully activated without it.)

You can also configure the new fleet with the following settings:

* Fleet description

* Access permissions for inbound traffic

* Fleet-wide game session protection

* Resource creation limit

If you use Amazon CloudWatch for metrics, you can add the new fleet to a metric group. This allows you to view aggregated metrics for a set of fleets. Once you specify a metric group, the new fleet's metrics are included in the metric group's data.

You have the option of creating a VPC peering connection with the new fleet. For more information, see VPC Peering with Amazon GameLift Fleets (http://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).

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 target capacity to 1 (desired instances), which causes
Amazon GameLift to start one new EC2 instance.

* Starts launching server processes on the instance. If the fleet is configured
to run multiple server processes per instance, Amazon GameLift staggers
each launch by a few seconds.

* Begins writing events to the fleet event log, which can be accessed
in the Amazon GameLift console.

* Sets the fleet's status to ACTIVE as soon as one server process in the
fleet is ready to host a game session.

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateFleet for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeConflictException "ConflictException"
The requested operation would cause a conflict with the current state of
a service resource associated with the request. Resolve the conflict before
retrying this request.

* ErrCodeLimitExceededException "LimitExceededException"
The requested operation would cause the resource to exceed the allowed service
limit. Resolve the issue before retrying.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet

func (*GameLift) CreateFleetRequest

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

CreateFleetRequest generates a "aws/request.Request" representing the client's request for the CreateFleet operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateFleet for more information on using the CreateFleet API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateFleetRequest method.
req, resp := client.CreateFleetRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet

func (*GameLift) CreateFleetWithContext

func (c *GameLift) CreateFleetWithContext(ctx aws.Context, input *CreateFleetInput, opts ...request.Option) (*CreateFleetOutput, error)

CreateFleetWithContext is the same as CreateFleet with the addition of the ability to pass a context and additional request options.

See CreateFleet for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateGameSession

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

CreateGameSession API operation for Amazon GameLift.

Creates a multiplayer game session for players. This action creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must have an ACTIVE status before a game session can be created in it.

To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing the game session properties and other settings you specified.

Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change.

Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request.

Player acceptance policy. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.

Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.

Available in Amazon GameLift Local.

Game-session-related operations include:

* CreateGameSession

* DescribeGameSessions

* DescribeGameSessionDetails

* SearchGameSessions

* UpdateGameSession

* GetGameSessionLogUrl

* Game session placements

StartGameSessionPlacement

DescribeGameSessionPlacement

StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateGameSession for usage and error information.

Returned Error Codes:

* ErrCodeConflictException "ConflictException"
The requested operation would cause a conflict with the current state of
a service resource associated with the request. Resolve the conflict before
retrying this request.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidFleetStatusException "InvalidFleetStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the fleet. Resolve the conflict
before retrying.

* ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException"
The service is unable to resolve the routing for a particular alias because
it has a terminal RoutingStrategy associated with it. The message returned
in this exception is the message defined in the routing strategy itself.
Such requests should only be retried if the routing strategy for the specified
alias is modified.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeFleetCapacityExceededException "FleetCapacityExceededException"
The specified fleet has no available instances to fulfill a CreateGameSession
request. Clients can retry such requests immediately or after a waiting period.

* ErrCodeLimitExceededException "LimitExceededException"
The requested operation would cause the resource to exceed the allowed service
limit. Resolve the issue before retrying.

* ErrCodeIdempotentParameterMismatchException "IdempotentParameterMismatchException"
A game session with this custom ID string already exists in this fleet. Resolve
this conflict before retrying this request.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession

func (*GameLift) CreateGameSessionQueue

func (c *GameLift) CreateGameSessionQueue(input *CreateGameSessionQueueInput) (*CreateGameSessionQueueOutput, error)

CreateGameSessionQueue API operation for Amazon GameLift.

Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple regions. To add placement requests to a queue, call StartGameSessionPlacement and reference the queue name.

Destination order. When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience.

Player latency policies. For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc.

To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned.

Queue-related operations include:

* CreateGameSessionQueue

* DescribeGameSessionQueues

* UpdateGameSessionQueue

* DeleteGameSessionQueue

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateGameSessionQueue for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeLimitExceededException "LimitExceededException"
The requested operation would cause the resource to exceed the allowed service
limit. Resolve the issue before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue

func (*GameLift) CreateGameSessionQueueRequest

func (c *GameLift) CreateGameSessionQueueRequest(input *CreateGameSessionQueueInput) (req *request.Request, output *CreateGameSessionQueueOutput)

CreateGameSessionQueueRequest generates a "aws/request.Request" representing the client's request for the CreateGameSessionQueue operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateGameSessionQueue for more information on using the CreateGameSessionQueue API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateGameSessionQueueRequest method.
req, resp := client.CreateGameSessionQueueRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue

func (*GameLift) CreateGameSessionQueueWithContext

func (c *GameLift) CreateGameSessionQueueWithContext(ctx aws.Context, input *CreateGameSessionQueueInput, opts ...request.Option) (*CreateGameSessionQueueOutput, error)

CreateGameSessionQueueWithContext is the same as CreateGameSessionQueue with the addition of the ability to pass a context and additional request options.

See CreateGameSessionQueue for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateGameSessionRequest

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

CreateGameSessionRequest generates a "aws/request.Request" representing the client's request for the CreateGameSession operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateGameSession for more information on using the CreateGameSession API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateGameSessionRequest method.
req, resp := client.CreateGameSessionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession

func (*GameLift) CreateGameSessionWithContext

func (c *GameLift) CreateGameSessionWithContext(ctx aws.Context, input *CreateGameSessionInput, opts ...request.Option) (*CreateGameSessionOutput, error)

CreateGameSessionWithContext is the same as CreateGameSession with the addition of the ability to pass a context and additional request options.

See CreateGameSession for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateMatchmakingConfiguration

func (c *GameLift) CreateMatchmakingConfiguration(input *CreateMatchmakingConfigurationInput) (*CreateMatchmakingConfigurationOutput, error)

CreateMatchmakingConfiguration API operation for Amazon GameLift.

Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines for matching players and getting the matches into games. You can set up multiple matchmaking configurations to handle the scenarios needed for your game. Each matchmaking request (StartMatchmaking) specifies a configuration for the match and provides player attributes to support the configuration being used.

To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a new game session for the match; and the maximum time allowed for a matchmaking attempt.

Player acceptance -- In each configuration, you have the option to require that all players accept participation in a proposed match. To enable this feature, set AcceptanceRequired to true and specify a time limit for player acceptance. Players have the option to accept or reject a proposed match, and a match does not move ahead to game session placement unless all matched players accept.

Matchmaking status notification -- There are two ways to track the progress of matchmaking tickets: (1) polling ticket status with DescribeMatchmaking; or (2) receiving notifications with Amazon Simple Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the notifications, and provide the topic ARN in the matchmaking configuration (see Setting up Notifications for Matchmaking (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html)). Since notifications promise only "best effort" delivery, we recommend calling DescribeMatchmaking if no notifications are received within 30 seconds.

Operations related to match configurations and rule sets include:

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateMatchmakingConfiguration for usage and error information.

Returned Error Codes:

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeLimitExceededException "LimitExceededException"
The requested operation would cause the resource to exceed the allowed service
limit. Resolve the issue before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnsupportedRegionException "UnsupportedRegionException"
The requested operation is not supported in the region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration

func (*GameLift) CreateMatchmakingConfigurationRequest

func (c *GameLift) CreateMatchmakingConfigurationRequest(input *CreateMatchmakingConfigurationInput) (req *request.Request, output *CreateMatchmakingConfigurationOutput)

CreateMatchmakingConfigurationRequest generates a "aws/request.Request" representing the client's request for the CreateMatchmakingConfiguration operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateMatchmakingConfiguration for more information on using the CreateMatchmakingConfiguration API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateMatchmakingConfigurationRequest method.
req, resp := client.CreateMatchmakingConfigurationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration

func (*GameLift) CreateMatchmakingConfigurationWithContext

func (c *GameLift) CreateMatchmakingConfigurationWithContext(ctx aws.Context, input *CreateMatchmakingConfigurationInput, opts ...request.Option) (*CreateMatchmakingConfigurationOutput, error)

CreateMatchmakingConfigurationWithContext is the same as CreateMatchmakingConfiguration with the addition of the ability to pass a context and additional request options.

See CreateMatchmakingConfiguration for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateMatchmakingRuleSet

func (c *GameLift) CreateMatchmakingRuleSet(input *CreateMatchmakingRuleSetInput) (*CreateMatchmakingRuleSetOutput, error)

CreateMatchmakingRuleSet API operation for Amazon GameLift.

Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams, and sets the parameters for acceptable player matches, such as minimum skill level or character type. Rule sets are used in matchmaking configurations, which define how matchmaking requests are handled. Each MatchmakingConfiguration uses one rule set; you can set up multiple rule sets to handle the scenarios that suit your game (such as for different game modes), and create a separate matchmaking configuration for each rule set. See additional information on rule set content in the MatchmakingRuleSet structure. For help creating rule sets, including useful examples, see the topic Adding FlexMatch to Your Game (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html).

Once created, matchmaking rule sets cannot be changed or deleted, so we recommend checking the rule set syntax using ValidateMatchmakingRuleSetbefore creating the rule set.

To create a matchmaking rule set, provide the set of rules and a unique name. Rule sets must be defined in the same region as the matchmaking configuration they will be used with. Rule sets cannot be edited or deleted. If you need to change a rule set, create a new one with the necessary edits and then update matchmaking configurations to use the new rule set.

Operations related to match configurations and rule sets include:

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateMatchmakingRuleSet for usage and error information.

Returned Error Codes:

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnsupportedRegionException "UnsupportedRegionException"
The requested operation is not supported in the region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet

func (*GameLift) CreateMatchmakingRuleSetRequest

func (c *GameLift) CreateMatchmakingRuleSetRequest(input *CreateMatchmakingRuleSetInput) (req *request.Request, output *CreateMatchmakingRuleSetOutput)

CreateMatchmakingRuleSetRequest generates a "aws/request.Request" representing the client's request for the CreateMatchmakingRuleSet operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateMatchmakingRuleSet for more information on using the CreateMatchmakingRuleSet API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateMatchmakingRuleSetRequest method.
req, resp := client.CreateMatchmakingRuleSetRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet

func (*GameLift) CreateMatchmakingRuleSetWithContext

func (c *GameLift) CreateMatchmakingRuleSetWithContext(ctx aws.Context, input *CreateMatchmakingRuleSetInput, opts ...request.Option) (*CreateMatchmakingRuleSetOutput, error)

CreateMatchmakingRuleSetWithContext is the same as CreateMatchmakingRuleSet with the addition of the ability to pass a context and additional request options.

See CreateMatchmakingRuleSet for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreatePlayerSession

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

CreatePlayerSession API operation for Amazon GameLift.

Adds a player to a game session and creates a player session record. Before a player can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a group of players to a game session, use CreatePlayerSessions.

To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, the player is added to the game session and a new PlayerSession object is returned. Player sessions cannot be updated.

Available in Amazon GameLift Local.

Player-session-related operations include:

* CreatePlayerSession

* CreatePlayerSessions

* DescribePlayerSessions

* Game session placements

StartGameSessionPlacement

DescribeGameSessionPlacement

StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreatePlayerSession for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the game instance. Resolve
the conflict before retrying.

* ErrCodeGameSessionFullException "GameSessionFullException"
The game instance is currently full and cannot allow the requested player(s)
to join. Clients can retry such requests immediately or after a waiting period.

* ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException"
The service is unable to resolve the routing for a particular alias because
it has a terminal RoutingStrategy associated with it. The message returned
in this exception is the message defined in the routing strategy itself.
Such requests should only be retried if the routing strategy for the specified
alias is modified.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession

func (*GameLift) CreatePlayerSessionRequest

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

CreatePlayerSessionRequest generates a "aws/request.Request" representing the client's request for the CreatePlayerSession operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreatePlayerSession for more information on using the CreatePlayerSession API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreatePlayerSessionRequest method.
req, resp := client.CreatePlayerSessionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession

func (*GameLift) CreatePlayerSessionWithContext

func (c *GameLift) CreatePlayerSessionWithContext(ctx aws.Context, input *CreatePlayerSessionInput, opts ...request.Option) (*CreatePlayerSessionOutput, error)

CreatePlayerSessionWithContext is the same as CreatePlayerSession with the addition of the ability to pass a context and additional request options.

See CreatePlayerSession for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreatePlayerSessions

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

CreatePlayerSessions API operation for Amazon GameLift.

Adds a group of players to a game session. This action is useful with a team matching feature. Before players can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a single player to a game session, use CreatePlayerSession.

To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, the players are added to the game session and a set of new PlayerSession objects is returned. Player sessions cannot be updated.

Available in Amazon GameLift Local.

Player-session-related operations include:

* CreatePlayerSession

* CreatePlayerSessions

* DescribePlayerSessions

* Game session placements

StartGameSessionPlacement

DescribeGameSessionPlacement

StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreatePlayerSessions for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the game instance. Resolve
the conflict before retrying.

* ErrCodeGameSessionFullException "GameSessionFullException"
The game instance is currently full and cannot allow the requested player(s)
to join. Clients can retry such requests immediately or after a waiting period.

* ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException"
The service is unable to resolve the routing for a particular alias because
it has a terminal RoutingStrategy associated with it. The message returned
in this exception is the message defined in the routing strategy itself.
Such requests should only be retried if the routing strategy for the specified
alias is modified.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions

func (*GameLift) CreatePlayerSessionsRequest

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

CreatePlayerSessionsRequest generates a "aws/request.Request" representing the client's request for the CreatePlayerSessions operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreatePlayerSessions for more information on using the CreatePlayerSessions API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreatePlayerSessionsRequest method.
req, resp := client.CreatePlayerSessionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions

func (*GameLift) CreatePlayerSessionsWithContext

func (c *GameLift) CreatePlayerSessionsWithContext(ctx aws.Context, input *CreatePlayerSessionsInput, opts ...request.Option) (*CreatePlayerSessionsOutput, error)

CreatePlayerSessionsWithContext is the same as CreatePlayerSessions with the addition of the ability to pass a context and additional request options.

See CreatePlayerSessions for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateVpcPeeringAuthorization

func (c *GameLift) CreateVpcPeeringAuthorization(input *CreateVpcPeeringAuthorizationInput) (*CreateVpcPeeringAuthorizationOutput, error)

CreateVpcPeeringAuthorization API operation for Amazon GameLift.

Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your AWS account. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets (http://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).

You can peer with VPCs that are owned by any AWS account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions.

To request authorization to create a connection, call this operation from the AWS account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the AWS account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC.

To request authorization to delete a connection, call this operation from the AWS account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the AWS account that you use to manage Amazon GameLift.

The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid.

VPC peering connection operations include:

* CreateVpcPeeringAuthorization

* DescribeVpcPeeringAuthorizations

* DeleteVpcPeeringAuthorization

* CreateVpcPeeringConnection

* DescribeVpcPeeringConnections

* DeleteVpcPeeringConnection

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateVpcPeeringAuthorization for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization

func (*GameLift) CreateVpcPeeringAuthorizationRequest

func (c *GameLift) CreateVpcPeeringAuthorizationRequest(input *CreateVpcPeeringAuthorizationInput) (req *request.Request, output *CreateVpcPeeringAuthorizationOutput)

CreateVpcPeeringAuthorizationRequest generates a "aws/request.Request" representing the client's request for the CreateVpcPeeringAuthorization operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateVpcPeeringAuthorization for more information on using the CreateVpcPeeringAuthorization API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateVpcPeeringAuthorizationRequest method.
req, resp := client.CreateVpcPeeringAuthorizationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization

func (*GameLift) CreateVpcPeeringAuthorizationWithContext

func (c *GameLift) CreateVpcPeeringAuthorizationWithContext(ctx aws.Context, input *CreateVpcPeeringAuthorizationInput, opts ...request.Option) (*CreateVpcPeeringAuthorizationOutput, error)

CreateVpcPeeringAuthorizationWithContext is the same as CreateVpcPeeringAuthorization with the addition of the ability to pass a context and additional request options.

See CreateVpcPeeringAuthorization for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateVpcPeeringConnection

func (c *GameLift) CreateVpcPeeringConnection(input *CreateVpcPeeringConnectionInput) (*CreateVpcPeeringConnectionOutput, error)

CreateVpcPeeringConnection API operation for Amazon GameLift.

Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. You can peer with VPCs in any AWS account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions. For more information, see VPC Peering with Amazon GameLift Fleets (http://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).

Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.

To establish the connection, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The AWS account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents.

VPC peering connection operations include:

* CreateVpcPeeringAuthorization

* DescribeVpcPeeringAuthorizations

* DeleteVpcPeeringAuthorization

* CreateVpcPeeringConnection

* DescribeVpcPeeringConnections

* DeleteVpcPeeringConnection

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateVpcPeeringConnection for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection

func (*GameLift) CreateVpcPeeringConnectionRequest

func (c *GameLift) CreateVpcPeeringConnectionRequest(input *CreateVpcPeeringConnectionInput) (req *request.Request, output *CreateVpcPeeringConnectionOutput)

CreateVpcPeeringConnectionRequest generates a "aws/request.Request" representing the client's request for the CreateVpcPeeringConnection operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateVpcPeeringConnection for more information on using the CreateVpcPeeringConnection API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateVpcPeeringConnectionRequest method.
req, resp := client.CreateVpcPeeringConnectionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection

func (*GameLift) CreateVpcPeeringConnectionWithContext

func (c *GameLift) CreateVpcPeeringConnectionWithContext(ctx aws.Context, input *CreateVpcPeeringConnectionInput, opts ...request.Option) (*CreateVpcPeeringConnectionOutput, error)

CreateVpcPeeringConnectionWithContext is the same as CreateVpcPeeringConnection with the addition of the ability to pass a context and additional request options.

See CreateVpcPeeringConnection for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteAlias

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

DeleteAlias API operation for Amazon GameLift.

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.

Alias-related operations include:

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteAlias for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias

func (*GameLift) DeleteAliasRequest

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

DeleteAliasRequest generates a "aws/request.Request" representing the client's request for the DeleteAlias operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteAlias for more information on using the DeleteAlias API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteAliasRequest method.
req, resp := client.DeleteAliasRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias

func (*GameLift) DeleteAliasWithContext

func (c *GameLift) DeleteAliasWithContext(ctx aws.Context, input *DeleteAliasInput, opts ...request.Option) (*DeleteAliasOutput, error)

DeleteAliasWithContext is the same as DeleteAlias with the addition of the ability to pass a context and additional request options.

See DeleteAlias for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteBuild

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

DeleteBuild API operation for Amazon GameLift.

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

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

Build-related operations include:

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteBuild for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild

func (*GameLift) DeleteBuildRequest

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

DeleteBuildRequest generates a "aws/request.Request" representing the client's request for the DeleteBuild operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteBuild for more information on using the DeleteBuild API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteBuildRequest method.
req, resp := client.DeleteBuildRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild

func (*GameLift) DeleteBuildWithContext

func (c *GameLift) DeleteBuildWithContext(ctx aws.Context, input *DeleteBuildInput, opts ...request.Option) (*DeleteBuildOutput, error)

DeleteBuildWithContext is the same as DeleteBuild with the addition of the ability to pass a context and additional request options.

See DeleteBuild for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteFleet

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

DeleteFleet API operation for Amazon GameLift.

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

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

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteFleet for usage and error information.

Returned Error Codes:

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeInvalidFleetStatusException "InvalidFleetStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the fleet. Resolve the conflict
before retrying.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet

func (*GameLift) DeleteFleetRequest

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

DeleteFleetRequest generates a "aws/request.Request" representing the client's request for the DeleteFleet operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteFleet for more information on using the DeleteFleet API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteFleetRequest method.
req, resp := client.DeleteFleetRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet

func (*GameLift) DeleteFleetWithContext

func (c *GameLift) DeleteFleetWithContext(ctx aws.Context, input *DeleteFleetInput, opts ...request.Option) (*DeleteFleetOutput, error)

DeleteFleetWithContext is the same as DeleteFleet with the addition of the ability to pass a context and additional request options.

See DeleteFleet for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteGameSessionQueue

func (c *GameLift) DeleteGameSessionQueue(input *DeleteGameSessionQueueInput) (*DeleteGameSessionQueueOutput, error)

DeleteGameSessionQueue API operation for Amazon GameLift.

Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference this queue will fail. To delete a queue, specify the queue name.

Queue-related operations include:

* CreateGameSessionQueue

* DescribeGameSessionQueues

* UpdateGameSessionQueue

* DeleteGameSessionQueue

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteGameSessionQueue for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue

func (*GameLift) DeleteGameSessionQueueRequest

func (c *GameLift) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueInput) (req *request.Request, output *DeleteGameSessionQueueOutput)

DeleteGameSessionQueueRequest generates a "aws/request.Request" representing the client's request for the DeleteGameSessionQueue operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteGameSessionQueue for more information on using the DeleteGameSessionQueue API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteGameSessionQueueRequest method.
req, resp := client.DeleteGameSessionQueueRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue

func (*GameLift) DeleteGameSessionQueueWithContext

func (c *GameLift) DeleteGameSessionQueueWithContext(ctx aws.Context, input *DeleteGameSessionQueueInput, opts ...request.Option) (*DeleteGameSessionQueueOutput, error)

DeleteGameSessionQueueWithContext is the same as DeleteGameSessionQueue with the addition of the ability to pass a context and additional request options.

See DeleteGameSessionQueue for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteMatchmakingConfiguration

func (c *GameLift) DeleteMatchmakingConfiguration(input *DeleteMatchmakingConfigurationInput) (*DeleteMatchmakingConfigurationOutput, error)

DeleteMatchmakingConfiguration API operation for Amazon GameLift.

Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.

Operations related to match configurations and rule sets include:

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteMatchmakingConfiguration for usage and error information.

Returned Error Codes:

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnsupportedRegionException "UnsupportedRegionException"
The requested operation is not supported in the region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration

func (*GameLift) DeleteMatchmakingConfigurationRequest

func (c *GameLift) DeleteMatchmakingConfigurationRequest(input *DeleteMatchmakingConfigurationInput) (req *request.Request, output *DeleteMatchmakingConfigurationOutput)

DeleteMatchmakingConfigurationRequest generates a "aws/request.Request" representing the client's request for the DeleteMatchmakingConfiguration operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteMatchmakingConfiguration for more information on using the DeleteMatchmakingConfiguration API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteMatchmakingConfigurationRequest method.
req, resp := client.DeleteMatchmakingConfigurationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration

func (*GameLift) DeleteMatchmakingConfigurationWithContext

func (c *GameLift) DeleteMatchmakingConfigurationWithContext(ctx aws.Context, input *DeleteMatchmakingConfigurationInput, opts ...request.Option) (*DeleteMatchmakingConfigurationOutput, error)

DeleteMatchmakingConfigurationWithContext is the same as DeleteMatchmakingConfiguration with the addition of the ability to pass a context and additional request options.

See DeleteMatchmakingConfiguration for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteScalingPolicy

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

DeleteScalingPolicy API operation for Amazon GameLift.

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

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteScalingPolicy for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy

func (*GameLift) DeleteScalingPolicyRequest

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

DeleteScalingPolicyRequest generates a "aws/request.Request" representing the client's request for the DeleteScalingPolicy operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteScalingPolicy for more information on using the DeleteScalingPolicy API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteScalingPolicyRequest method.
req, resp := client.DeleteScalingPolicyRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy

func (*GameLift) DeleteScalingPolicyWithContext

func (c *GameLift) DeleteScalingPolicyWithContext(ctx aws.Context, input *DeleteScalingPolicyInput, opts ...request.Option) (*DeleteScalingPolicyOutput, error)

DeleteScalingPolicyWithContext is the same as DeleteScalingPolicy with the addition of the ability to pass a context and additional request options.

See DeleteScalingPolicy for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteVpcPeeringAuthorization

func (c *GameLift) DeleteVpcPeeringAuthorization(input *DeleteVpcPeeringAuthorizationInput) (*DeleteVpcPeeringAuthorizationOutput, error)

DeleteVpcPeeringAuthorization API operation for Amazon GameLift.

Cancels a pending VPC peering authorization for the specified VPC. If the authorization has already been used to create a peering connection, call DeleteVpcPeeringConnection to remove the connection.

VPC peering connection operations include:

* CreateVpcPeeringAuthorization

* DescribeVpcPeeringAuthorizations

* DeleteVpcPeeringAuthorization

* CreateVpcPeeringConnection

* DescribeVpcPeeringConnections

* DeleteVpcPeeringConnection

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteVpcPeeringAuthorization for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization

func (*GameLift) DeleteVpcPeeringAuthorizationRequest

func (c *GameLift) DeleteVpcPeeringAuthorizationRequest(input *DeleteVpcPeeringAuthorizationInput) (req *request.Request, output *DeleteVpcPeeringAuthorizationOutput)

DeleteVpcPeeringAuthorizationRequest generates a "aws/request.Request" representing the client's request for the DeleteVpcPeeringAuthorization operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteVpcPeeringAuthorization for more information on using the DeleteVpcPeeringAuthorization API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteVpcPeeringAuthorizationRequest method.
req, resp := client.DeleteVpcPeeringAuthorizationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization

func (*GameLift) DeleteVpcPeeringAuthorizationWithContext

func (c *GameLift) DeleteVpcPeeringAuthorizationWithContext(ctx aws.Context, input *DeleteVpcPeeringAuthorizationInput, opts ...request.Option) (*DeleteVpcPeeringAuthorizationOutput, error)

DeleteVpcPeeringAuthorizationWithContext is the same as DeleteVpcPeeringAuthorization with the addition of the ability to pass a context and additional request options.

See DeleteVpcPeeringAuthorization for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteVpcPeeringConnection

func (c *GameLift) DeleteVpcPeeringConnection(input *DeleteVpcPeeringConnectionInput) (*DeleteVpcPeeringConnectionOutput, error)

DeleteVpcPeeringConnection API operation for Amazon GameLift.

Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization.

Once a valid authorization exists, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.

VPC peering connection operations include:

* CreateVpcPeeringAuthorization

* DescribeVpcPeeringAuthorizations

* DeleteVpcPeeringAuthorization

* CreateVpcPeeringConnection

* DescribeVpcPeeringConnections

* DeleteVpcPeeringConnection

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteVpcPeeringConnection for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection

func (*GameLift) DeleteVpcPeeringConnectionRequest

func (c *GameLift) DeleteVpcPeeringConnectionRequest(input *DeleteVpcPeeringConnectionInput) (req *request.Request, output *DeleteVpcPeeringConnectionOutput)

DeleteVpcPeeringConnectionRequest generates a "aws/request.Request" representing the client's request for the DeleteVpcPeeringConnection operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteVpcPeeringConnection for more information on using the DeleteVpcPeeringConnection API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteVpcPeeringConnectionRequest method.
req, resp := client.DeleteVpcPeeringConnectionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection

func (*GameLift) DeleteVpcPeeringConnectionWithContext

func (c *GameLift) DeleteVpcPeeringConnectionWithContext(ctx aws.Context, input *DeleteVpcPeeringConnectionInput, opts ...request.Option) (*DeleteVpcPeeringConnectionOutput, error)

DeleteVpcPeeringConnectionWithContext is the same as DeleteVpcPeeringConnection with the addition of the ability to pass a context and additional request options.

See DeleteVpcPeeringConnection for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeAlias

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

DescribeAlias API operation for Amazon GameLift.

Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias.

To get alias properties, specify the alias ID. If successful, the requested alias record is returned.

Alias-related operations include:

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeAlias for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias

func (*GameLift) DescribeAliasRequest

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

DescribeAliasRequest generates a "aws/request.Request" representing the client's request for the DescribeAlias operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeAlias for more information on using the DescribeAlias API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeAliasRequest method.
req, resp := client.DescribeAliasRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias

func (*GameLift) DescribeAliasWithContext

func (c *GameLift) DescribeAliasWithContext(ctx aws.Context, input *DescribeAliasInput, opts ...request.Option) (*DescribeAliasOutput, error)

DescribeAliasWithContext is the same as DescribeAlias with the addition of the ability to pass a context and additional request options.

See DescribeAlias for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeBuild

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

DescribeBuild API operation for Amazon GameLift.

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

Build-related operations include:

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeBuild for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild

func (*GameLift) DescribeBuildRequest

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

DescribeBuildRequest generates a "aws/request.Request" representing the client's request for the DescribeBuild operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeBuild for more information on using the DescribeBuild API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeBuildRequest method.
req, resp := client.DescribeBuildRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild

func (*GameLift) DescribeBuildWithContext

func (c *GameLift) DescribeBuildWithContext(ctx aws.Context, input *DescribeBuildInput, opts ...request.Option) (*DescribeBuildOutput, error)

DescribeBuildWithContext is the same as DescribeBuild with the addition of the ability to pass a context and additional request options.

See DescribeBuild for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeEC2InstanceLimits

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

DescribeEC2InstanceLimits API operation for Amazon GameLift.

Retrieves the following information for the specified EC2 instance type:

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

* current usage level for the AWS account

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

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeEC2InstanceLimits for usage and error information.

Returned Error Codes:

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits

func (*GameLift) DescribeEC2InstanceLimitsRequest

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

DescribeEC2InstanceLimitsRequest generates a "aws/request.Request" representing the client's request for the DescribeEC2InstanceLimits operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeEC2InstanceLimits for more information on using the DescribeEC2InstanceLimits API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeEC2InstanceLimitsRequest method.
req, resp := client.DescribeEC2InstanceLimitsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits

func (*GameLift) DescribeEC2InstanceLimitsWithContext

func (c *GameLift) DescribeEC2InstanceLimitsWithContext(ctx aws.Context, input *DescribeEC2InstanceLimitsInput, opts ...request.Option) (*DescribeEC2InstanceLimitsOutput, error)

DescribeEC2InstanceLimitsWithContext is the same as DescribeEC2InstanceLimits with the addition of the ability to pass a context and additional request options.

See DescribeEC2InstanceLimits for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetAttributes

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

DescribeFleetAttributes API operation for Amazon GameLift.

Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetAttributes for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes

func (*GameLift) DescribeFleetAttributesRequest

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

DescribeFleetAttributesRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetAttributes operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetAttributes for more information on using the DescribeFleetAttributes API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetAttributesRequest method.
req, resp := client.DescribeFleetAttributesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes

func (*GameLift) DescribeFleetAttributesWithContext

func (c *GameLift) DescribeFleetAttributesWithContext(ctx aws.Context, input *DescribeFleetAttributesInput, opts ...request.Option) (*DescribeFleetAttributesOutput, error)

DescribeFleetAttributesWithContext is the same as DescribeFleetAttributes with the addition of the ability to pass a context and additional request options.

See DescribeFleetAttributes for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetCapacity

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

DescribeFleetCapacity API operation for Amazon GameLift.

Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetCapacity for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity

func (*GameLift) DescribeFleetCapacityRequest

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

DescribeFleetCapacityRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetCapacity operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetCapacity for more information on using the DescribeFleetCapacity API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetCapacityRequest method.
req, resp := client.DescribeFleetCapacityRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity

func (*GameLift) DescribeFleetCapacityWithContext

func (c *GameLift) DescribeFleetCapacityWithContext(ctx aws.Context, input *DescribeFleetCapacityInput, opts ...request.Option) (*DescribeFleetCapacityOutput, error)

DescribeFleetCapacityWithContext is the same as DescribeFleetCapacity with the addition of the ability to pass a context and additional request options.

See DescribeFleetCapacity for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetEvents

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

DescribeFleetEvents API operation for Amazon GameLift.

Retrieves entries from the specified fleet's event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned.

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetEvents for usage and error information.

Returned Error Codes:

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents

func (*GameLift) DescribeFleetEventsRequest

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

DescribeFleetEventsRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetEvents operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetEvents for more information on using the DescribeFleetEvents API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetEventsRequest method.
req, resp := client.DescribeFleetEventsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents

func (*GameLift) DescribeFleetEventsWithContext

func (c *GameLift) DescribeFleetEventsWithContext(ctx aws.Context, input *DescribeFleetEventsInput, opts ...request.Option) (*DescribeFleetEventsOutput, error)

DescribeFleetEventsWithContext is the same as DescribeFleetEvents with the addition of the ability to pass a context and additional request options.

See DescribeFleetEvents for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetPortSettings

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

DescribeFleetPortSettings API operation for Amazon GameLift.

Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetPortSettings for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings

func (*GameLift) DescribeFleetPortSettingsRequest

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

DescribeFleetPortSettingsRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetPortSettings operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetPortSettings for more information on using the DescribeFleetPortSettings API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetPortSettingsRequest method.
req, resp := client.DescribeFleetPortSettingsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings

func (*GameLift) DescribeFleetPortSettingsWithContext

func (c *GameLift) DescribeFleetPortSettingsWithContext(ctx aws.Context, input *DescribeFleetPortSettingsInput, opts ...request.Option) (*DescribeFleetPortSettingsOutput, error)

DescribeFleetPortSettingsWithContext is the same as DescribeFleetPortSettings with the addition of the ability to pass a context and additional request options.

See DescribeFleetPortSettings for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetUtilization

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

DescribeFleetUtilization API operation for Amazon GameLift.

Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetUtilization for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization

func (*GameLift) DescribeFleetUtilizationRequest

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

DescribeFleetUtilizationRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetUtilization operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetUtilization for more information on using the DescribeFleetUtilization API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetUtilizationRequest method.
req, resp := client.DescribeFleetUtilizationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization

func (*GameLift) DescribeFleetUtilizationWithContext

func (c *GameLift) DescribeFleetUtilizationWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, opts ...request.Option) (*DescribeFleetUtilizationOutput, error)

DescribeFleetUtilizationWithContext is the same as DescribeFleetUtilization with the addition of the ability to pass a context and additional request options.

See DescribeFleetUtilization for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameSessionDetails

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

DescribeGameSessionDetails API operation for Amazon GameLift.

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

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

Game-session-related operations include:

* CreateGameSession

* DescribeGameSessions

* DescribeGameSessionDetails

* SearchGameSessions

* UpdateGameSession

* GetGameSessionLogUrl

* Game session placements

StartGameSessionPlacement

DescribeGameSessionPlacement

StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessionDetails for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException"
The service is unable to resolve the routing for a particular alias because
it has a terminal RoutingStrategy associated with it. The message returned
in this exception is the message defined in the routing strategy itself.
Such requests should only be retried if the routing strategy for the specified
alias is modified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails

func (*GameLift) DescribeGameSessionDetailsRequest

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

DescribeGameSessionDetailsRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessionDetails operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameSessionDetails for more information on using the DescribeGameSessionDetails API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameSessionDetailsRequest method.
req, resp := client.DescribeGameSessionDetailsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails

func (*GameLift) DescribeGameSessionDetailsWithContext

func (c *GameLift) DescribeGameSessionDetailsWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, opts ...request.Option) (*DescribeGameSessionDetailsOutput, error)

DescribeGameSessionDetailsWithContext is the same as DescribeGameSessionDetails with the addition of the ability to pass a context and additional request options.

See DescribeGameSessionDetails for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameSessionPlacement

func (c *GameLift) DescribeGameSessionPlacement(input *DescribeGameSessionPlacementInput) (*DescribeGameSessionPlacementOutput, error)

DescribeGameSessionPlacement API operation for Amazon GameLift.

Retrieves properties and current status of a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement object is returned.

Game-session-related operations include:

* CreateGameSession

* DescribeGameSessions

* DescribeGameSessionDetails

* SearchGameSessions

* UpdateGameSession

* GetGameSessionLogUrl

* Game session placements

StartGameSessionPlacement

DescribeGameSessionPlacement

StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessionPlacement for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement

func (*GameLift) DescribeGameSessionPlacementRequest

func (c *GameLift) DescribeGameSessionPlacementRequest(input *DescribeGameSessionPlacementInput) (req *request.Request, output *DescribeGameSessionPlacementOutput)

DescribeGameSessionPlacementRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessionPlacement operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameSessionPlacement for more information on using the DescribeGameSessionPlacement API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameSessionPlacementRequest method.
req, resp := client.DescribeGameSessionPlacementRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement

func (*GameLift) DescribeGameSessionPlacementWithContext

func (c *GameLift) DescribeGameSessionPlacementWithContext(ctx aws.Context, input *DescribeGameSessionPlacementInput, opts ...request.Option) (*DescribeGameSessionPlacementOutput, error)

DescribeGameSessionPlacementWithContext is the same as DescribeGameSessionPlacement with the addition of the ability to pass a context and additional request options.

See DescribeGameSessionPlacement for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameSessionQueues

func (c *GameLift) DescribeGameSessionQueues(input *DescribeGameSessionQueuesInput) (*DescribeGameSessionQueuesOutput, error)

DescribeGameSessionQueues API operation for Amazon GameLift.

Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the region.

Queue-related operations include:

* CreateGameSessionQueue

* DescribeGameSessionQueues

* UpdateGameSessionQueue

* DeleteGameSessionQueue

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessionQueues for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues

func (*GameLift) DescribeGameSessionQueuesRequest

func (c *GameLift) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQueuesInput) (req *request.Request, output *DescribeGameSessionQueuesOutput)

DescribeGameSessionQueuesRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessionQueues operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameSessionQueues for more information on using the DescribeGameSessionQueues API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameSessionQueuesRequest method.
req, resp := client.DescribeGameSessionQueuesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues

func (*GameLift) DescribeGameSessionQueuesWithContext

func (c *GameLift) DescribeGameSessionQueuesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, opts ...request.Option) (*DescribeGameSessionQueuesOutput, error)

DescribeGameSessionQueuesWithContext is the same as DescribeGameSessionQueues with the addition of the ability to pass a context and additional request options.

See DescribeGameSessionQueues for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameSessions

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

DescribeGameSessions API operation for Amazon GameLift.

Retrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails.

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

Available in Amazon GameLift Local.

Game-session-related operations include:

* CreateGameSession

* DescribeGameSessions

* DescribeGameSessionDetails

* SearchGameSessions

* UpdateGameSession

* GetGameSessionLogUrl

* Game session placements

StartGameSessionPlacement

DescribeGameSessionPlacement

StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessions for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException"
The service is unable to resolve the routing for a particular alias because
it has a terminal RoutingStrategy associated with it. The message returned
in this exception is the message defined in the routing strategy itself.
Such requests should only be retried if the routing strategy for the specified
alias is modified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions

func (*GameLift) DescribeGameSessionsRequest

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

DescribeGameSessionsRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessions operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameSessions for more information on using the DescribeGameSessions API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameSessionsRequest method.
req, resp := client.DescribeGameSessionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions

func (*GameLift) DescribeGameSessionsWithContext

func (c *GameLift) DescribeGameSessionsWithContext(ctx aws.Context, input *DescribeGameSessionsInput, opts ...request.Option) (*DescribeGameSessionsOutput, error)

DescribeGameSessionsWithContext is the same as DescribeGameSessions with the addition of the ability to pass a context and additional request options.

See DescribeGameSessions for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeInstances

func (c *GameLift) DescribeInstances(input *DescribeInstancesInput) (*DescribeInstancesOutput, error)

DescribeInstances API operation for Amazon GameLift.

Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance.

To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeInstances for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances

func (*GameLift) DescribeInstancesRequest

func (c *GameLift) DescribeInstancesRequest(input *DescribeInstancesInput) (req *request.Request, output *DescribeInstancesOutput)

DescribeInstancesRequest generates a "aws/request.Request" representing the client's request for the DescribeInstances operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeInstances for more information on using the DescribeInstances API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeInstancesRequest method.
req, resp := client.DescribeInstancesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances

func (*GameLift) DescribeInstancesWithContext

func (c *GameLift) DescribeInstancesWithContext(ctx aws.Context, input *DescribeInstancesInput, opts ...request.Option) (*DescribeInstancesOutput, error)

DescribeInstancesWithContext is the same as DescribeInstances with the addition of the ability to pass a context and additional request options.

See DescribeInstances for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeMatchmaking

func (c *GameLift) DescribeMatchmaking(input *DescribeMatchmakingInput) (*DescribeMatchmakingOutput, error)

DescribeMatchmaking API operation for Amazon GameLift.

Retrieves a set of one or more matchmaking tickets. Use this operation to retrieve ticket information, including status and--once a successful match is made--acquire connection information for the resulting new game session.

You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to using event notifications. See more details on tracking matchmaking requests through polling or notifications in StartMatchmaking.

You can request data for a one or a list of ticket IDs. If the request is successful, a ticket object is returned for each requested ID. When specifying a list of ticket IDs, objects are returned only for tickets that currently exist.

Matchmaking-related operations include:

* StartMatchmaking

* DescribeMatchmaking

* StopMatchmaking

* AcceptMatch

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeMatchmaking for usage and error information.

Returned Error Codes:

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnsupportedRegionException "UnsupportedRegionException"
The requested operation is not supported in the region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking

func (*GameLift) DescribeMatchmakingConfigurations

func (c *GameLift) DescribeMatchmakingConfigurations(input *DescribeMatchmakingConfigurationsInput) (*DescribeMatchmakingConfigurationsOutput, error)

DescribeMatchmakingConfigurations API operation for Amazon GameLift.

Retrieves the details of FlexMatch matchmaking configurations. with this operation, you have the following options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to retrieve, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.

Operations related to match configurations and rule sets include:

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeMatchmakingConfigurations for usage and error information.

Returned Error Codes:

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnsupportedRegionException "UnsupportedRegionException"
The requested operation is not supported in the region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations

func (*GameLift) DescribeMatchmakingConfigurationsRequest

func (c *GameLift) DescribeMatchmakingConfigurationsRequest(input *DescribeMatchmakingConfigurationsInput) (req *request.Request, output *DescribeMatchmakingConfigurationsOutput)

DescribeMatchmakingConfigurationsRequest generates a "aws/request.Request" representing the client's request for the DescribeMatchmakingConfigurations operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeMatchmakingConfigurations for more information on using the DescribeMatchmakingConfigurations API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeMatchmakingConfigurationsRequest method.
req, resp := client.DescribeMatchmakingConfigurationsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations

func (*GameLift) DescribeMatchmakingConfigurationsWithContext

func (c *GameLift) DescribeMatchmakingConfigurationsWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, opts ...request.Option) (*DescribeMatchmakingConfigurationsOutput, error)

DescribeMatchmakingConfigurationsWithContext is the same as DescribeMatchmakingConfigurations with the addition of the ability to pass a context and additional request options.

See DescribeMatchmakingConfigurations for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeMatchmakingRequest

func (c *GameLift) DescribeMatchmakingRequest(input *DescribeMatchmakingInput) (req *request.Request, output *DescribeMatchmakingOutput)

DescribeMatchmakingRequest generates a "aws/request.Request" representing the client's request for the DescribeMatchmaking operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeMatchmaking for more information on using the DescribeMatchmaking API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeMatchmakingRequest method.
req, resp := client.DescribeMatchmakingRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking

func (*GameLift) DescribeMatchmakingRuleSets

func (c *GameLift) DescribeMatchmakingRuleSets(input *DescribeMatchmakingRuleSetsInput) (*DescribeMatchmakingRuleSetsOutput, error)

DescribeMatchmakingRuleSets API operation for Amazon GameLift.

Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name.

Operations related to match configurations and rule sets include:

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeMatchmakingRuleSets for usage and error information.

Returned Error Codes:

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeUnsupportedRegionException "UnsupportedRegionException"
The requested operation is not supported in the region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets

func (*GameLift) DescribeMatchmakingRuleSetsRequest

func (c *GameLift) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmakingRuleSetsInput) (req *request.Request, output *DescribeMatchmakingRuleSetsOutput)

DescribeMatchmakingRuleSetsRequest generates a "aws/request.Request" representing the client's request for the DescribeMatchmakingRuleSets operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeMatchmakingRuleSets for more information on using the DescribeMatchmakingRuleSets API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeMatchmakingRuleSetsRequest method.
req, resp := client.DescribeMatchmakingRuleSetsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets

func (*GameLift) DescribeMatchmakingRuleSetsWithContext

func (c *GameLift) DescribeMatchmakingRuleSetsWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, opts ...request.Option) (*DescribeMatchmakingRuleSetsOutput, error)

DescribeMatchmakingRuleSetsWithContext is the same as DescribeMatchmakingRuleSets with the addition of the ability to pass a context and additional request options.

See DescribeMatchmakingRuleSets for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeMatchmakingWithContext

func (c *GameLift) DescribeMatchmakingWithContext(ctx aws.Context, input *DescribeMatchmakingInput, opts ...request.Option) (*DescribeMatchmakingOutput, error)

DescribeMatchmakingWithContext is the same as DescribeMatchmaking with the addition of the ability to pass a context and additional request options.

See DescribeMatchmaking for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribePlayerSessions

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

DescribePlayerSessions API operation for Amazon GameLift.

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

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

Available in Amazon GameLift Local.

Player-session-related operations include:

* CreatePlayerSession

* CreatePlayerSessions

* DescribePlayerSessions

* Game session placements

StartGameSessionPlacement

DescribeGameSessionPlacement

StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribePlayerSessions for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions

func (*GameLift) DescribePlayerSessionsRequest

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

DescribePlayerSessionsRequest generates a "aws/request.Request" representing the client's request for the DescribePlayerSessions operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribePlayerSessions for more information on using the DescribePlayerSessions API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribePlayerSessionsRequest method.
req, resp := client.DescribePlayerSessionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions

func (*GameLift) DescribePlayerSessionsWithContext

func (c *GameLift) DescribePlayerSessionsWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, opts ...request.Option) (*DescribePlayerSessionsOutput, error)

DescribePlayerSessionsWithContext is the same as DescribePlayerSessions with the addition of the ability to pass a context and additional request options.

See DescribePlayerSessions for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeRuntimeConfiguration

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

DescribeRuntimeConfiguration API operation for Amazon GameLift.

Retrieves the current run-time configuration for the specified fleet. The run-time configuration tells Amazon GameLift how to launch server processes on instances in the fleet.

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeRuntimeConfiguration for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration

func (*GameLift) DescribeRuntimeConfigurationRequest

func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput)

DescribeRuntimeConfigurationRequest generates a "aws/request.Request" representing the client's request for the DescribeRuntimeConfiguration operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeRuntimeConfiguration for more information on using the DescribeRuntimeConfiguration API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeRuntimeConfigurationRequest method.
req, resp := client.DescribeRuntimeConfigurationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration

func (*GameLift) DescribeRuntimeConfigurationWithContext

func (c *GameLift) DescribeRuntimeConfigurationWithContext(ctx aws.Context, input *DescribeRuntimeConfigurationInput, opts ...request.Option) (*DescribeRuntimeConfigurationOutput, error)

DescribeRuntimeConfigurationWithContext is the same as DescribeRuntimeConfiguration with the addition of the ability to pass a context and additional request options.

See DescribeRuntimeConfiguration for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeScalingPolicies

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

DescribeScalingPolicies API operation for Amazon GameLift.

Retrieves all scaling policies applied to a fleet.

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

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeScalingPolicies for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies

func (*GameLift) DescribeScalingPoliciesRequest

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

DescribeScalingPoliciesRequest generates a "aws/request.Request" representing the client's request for the DescribeScalingPolicies operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeScalingPolicies for more information on using the DescribeScalingPolicies API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeScalingPoliciesRequest method.
req, resp := client.DescribeScalingPoliciesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies

func (*GameLift) DescribeScalingPoliciesWithContext

func (c *GameLift) DescribeScalingPoliciesWithContext(ctx aws.Context, input *DescribeScalingPoliciesInput, opts ...request.Option) (*DescribeScalingPoliciesOutput, error)

DescribeScalingPoliciesWithContext is the same as DescribeScalingPolicies with the addition of the ability to pass a context and additional request options.

See DescribeScalingPolicies for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeVpcPeeringAuthorizations

func (c *GameLift) DescribeVpcPeeringAuthorizations(input *DescribeVpcPeeringAuthorizationsInput) (*DescribeVpcPeeringAuthorizationsOutput, error)

DescribeVpcPeeringAuthorizations API operation for Amazon GameLift.

Retrieves valid VPC peering authorizations that are pending for the AWS account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.

VPC peering connection operations include:

* CreateVpcPeeringAuthorization

* DescribeVpcPeeringAuthorizations

* DeleteVpcPeeringAuthorization

* CreateVpcPeeringConnection

* DescribeVpcPeeringConnections

* DeleteVpcPeeringConnection

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeVpcPeeringAuthorizations for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations

func (*GameLift) DescribeVpcPeeringAuthorizationsRequest

func (c *GameLift) DescribeVpcPeeringAuthorizationsRequest(input *DescribeVpcPeeringAuthorizationsInput) (req *request.Request, output *DescribeVpcPeeringAuthorizationsOutput)

DescribeVpcPeeringAuthorizationsRequest generates a "aws/request.Request" representing the client's request for the DescribeVpcPeeringAuthorizations operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeVpcPeeringAuthorizations for more information on using the DescribeVpcPeeringAuthorizations API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeVpcPeeringAuthorizationsRequest method.
req, resp := client.DescribeVpcPeeringAuthorizationsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations

func (*GameLift) DescribeVpcPeeringAuthorizationsWithContext

func (c *GameLift) DescribeVpcPeeringAuthorizationsWithContext(ctx aws.Context, input *DescribeVpcPeeringAuthorizationsInput, opts ...request.Option) (*DescribeVpcPeeringAuthorizationsOutput, error)

DescribeVpcPeeringAuthorizationsWithContext is the same as DescribeVpcPeeringAuthorizations with the addition of the ability to pass a context and additional request options.

See DescribeVpcPeeringAuthorizations for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeVpcPeeringConnections

func (c *GameLift) DescribeVpcPeeringConnections(input *DescribeVpcPeeringConnectionsInput) (*DescribeVpcPeeringConnectionsOutput, error)

DescribeVpcPeeringConnections API operation for Amazon GameLift.

Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID.

To retrieve connection information, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect.

VPC peering connection operations include:

* CreateVpcPeeringAuthorization

* DescribeVpcPeeringAuthorizations

* DeleteVpcPeeringAuthorization

* CreateVpcPeeringConnection

* DescribeVpcPeeringConnections

* DeleteVpcPeeringConnection

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeVpcPeeringConnections for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections

func (*GameLift) DescribeVpcPeeringConnectionsRequest

func (c *GameLift) DescribeVpcPeeringConnectionsRequest(input *DescribeVpcPeeringConnectionsInput) (req *request.Request, output *DescribeVpcPeeringConnectionsOutput)

DescribeVpcPeeringConnectionsRequest generates a "aws/request.Request" representing the client's request for the DescribeVpcPeeringConnections operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeVpcPeeringConnections for more information on using the DescribeVpcPeeringConnections API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeVpcPeeringConnectionsRequest method.
req, resp := client.DescribeVpcPeeringConnectionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections

func (*GameLift) DescribeVpcPeeringConnectionsWithContext

func (c *GameLift) DescribeVpcPeeringConnectionsWithContext(ctx aws.Context, input *DescribeVpcPeeringConnectionsInput, opts ...request.Option) (*DescribeVpcPeeringConnectionsOutput, error)

DescribeVpcPeeringConnectionsWithContext is the same as DescribeVpcPeeringConnections with the addition of the ability to pass a context and additional request options.

See DescribeVpcPeeringConnections for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) GetGameSessionLogUrl

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

GetGameSessionLogUrl API operation for Amazon GameLift.

Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. 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.

Game-session-related operations include:

* CreateGameSession

* DescribeGameSessions

* DescribeGameSessionDetails

* SearchGameSessions

* UpdateGameSession

* GetGameSessionLogUrl

* Game session placements

StartGameSessionPlacement

DescribeGameSessionPlacement

StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation GetGameSessionLogUrl for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl

func (*GameLift) GetGameSessionLogUrlRequest

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

GetGameSessionLogUrlRequest generates a "aws/request.Request" representing the client's request for the GetGameSessionLogUrl operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See GetGameSessionLogUrl for more information on using the GetGameSessionLogUrl API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the GetGameSessionLogUrlRequest method.
req, resp := client.GetGameSessionLogUrlRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl

func (*GameLift) GetGameSessionLogUrlWithContext

func (c *GameLift) GetGameSessionLogUrlWithContext(ctx aws.Context, input *GetGameSessionLogUrlInput, opts ...request.Option) (*GetGameSessionLogUrlOutput, error)

GetGameSessionLogUrlWithContext is the same as GetGameSessionLogUrl with the addition of the ability to pass a context and additional request options.

See GetGameSessionLogUrl for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) GetInstanceAccess

func (c *GameLift) GetInstanceAccess(input *GetInstanceAccessInput) (*GetInstanceAccessOutput, error)

GetInstanceAccess API operation for Amazon GameLift.

Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or watching activity in real time.

Access requires credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request. (See the example later in this topic). For more information on remote access, see Remotely Accessing an Instance (http://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html).

To request access to a specific instance, specify the IDs of the instance and the fleet it belongs to. If successful, an InstanceAccess object is returned containing the instance's IP address and a set of credentials.

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation GetInstanceAccess for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess

func (*GameLift) GetInstanceAccessRequest

func (c *GameLift) GetInstanceAccessRequest(input *GetInstanceAccessInput) (req *request.Request, output *GetInstanceAccessOutput)

GetInstanceAccessRequest generates a "aws/request.Request" representing the client's request for the GetInstanceAccess operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See GetInstanceAccess for more information on using the GetInstanceAccess API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the GetInstanceAccessRequest method.
req, resp := client.GetInstanceAccessRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess

func (*GameLift) GetInstanceAccessWithContext

func (c *GameLift) GetInstanceAccessWithContext(ctx aws.Context, input *GetInstanceAccessInput, opts ...request.Option) (*GetInstanceAccessOutput, error)

GetInstanceAccessWithContext is the same as GetInstanceAccess with the addition of the ability to pass a context and additional request options.

See GetInstanceAccess for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ListAliases

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

ListAliases API operation for Amazon GameLift.

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

Returned aliases are not listed in any particular order.

Alias-related operations include:

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation ListAliases for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases

func (*GameLift) ListAliasesRequest

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

ListAliasesRequest generates a "aws/request.Request" representing the client's request for the ListAliases operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ListAliases for more information on using the ListAliases API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ListAliasesRequest method.
req, resp := client.ListAliasesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases

func (*GameLift) ListAliasesWithContext

func (c *GameLift) ListAliasesWithContext(ctx aws.Context, input *ListAliasesInput, opts ...request.Option) (*ListAliasesOutput, error)

ListAliasesWithContext is the same as ListAliases with the addition of the ability to pass a context and additional request options.

See ListAliases for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ListBuilds

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

ListBuilds API operation for Amazon GameLift.

Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages.

Build records are not listed in any particular order.

Build-related operations include:

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation ListBuilds for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds

func (*GameLift) ListBuildsRequest

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

ListBuildsRequest generates a "aws/request.Request" representing the client's request for the ListBuilds operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ListBuilds for more information on using the ListBuilds API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ListBuildsRequest method.
req, resp := client.ListBuildsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds

func (*GameLift) ListBuildsWithContext

func (c *GameLift) ListBuildsWithContext(ctx aws.Context, input *ListBuildsInput, opts ...request.Option) (*ListBuildsOutput, error)

ListBuildsWithContext is the same as ListBuilds with the addition of the ability to pass a context and additional request options.

See ListBuilds for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ListFleets

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

ListFleets API operation for Amazon GameLift.

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

Fleet records are not listed in any particular order.

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation ListFleets for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets

func (*GameLift) ListFleetsRequest

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

ListFleetsRequest generates a "aws/request.Request" representing the client's request for the ListFleets operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ListFleets for more information on using the ListFleets API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ListFleetsRequest method.
req, resp := client.ListFleetsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets

func (*GameLift) ListFleetsWithContext

func (c *GameLift) ListFleetsWithContext(ctx aws.Context, input *ListFleetsInput, opts ...request.Option) (*ListFleetsOutput, error)

ListFleetsWithContext is the same as ListFleets with the addition of the ability to pass a context and additional request options.

See ListFleets for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) PutScalingPolicy

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

PutScalingPolicy API operation for Amazon GameLift.

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

A scaling policy rule statement has the following structure:

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

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

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

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

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation PutScalingPolicy for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy

func (*GameLift) PutScalingPolicyRequest

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

PutScalingPolicyRequest generates a "aws/request.Request" representing the client's request for the PutScalingPolicy operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See PutScalingPolicy for more information on using the PutScalingPolicy API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the PutScalingPolicyRequest method.
req, resp := client.PutScalingPolicyRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy

func (*GameLift) PutScalingPolicyWithContext

func (c *GameLift) PutScalingPolicyWithContext(ctx aws.Context, input *PutScalingPolicyInput, opts ...request.Option) (*PutScalingPolicyOutput, error)

PutScalingPolicyWithContext is the same as PutScalingPolicy with the addition of the ability to pass a context and additional request options.

See PutScalingPolicy for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) RequestUploadCredentials

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

RequestUploadCredentials API operation for Amazon GameLift.

This API call is not currently in use. Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage location for a specific build. Valid credentials are required to upload your game build files to Amazon S3.

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation RequestUploadCredentials for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials

func (*GameLift) RequestUploadCredentialsRequest

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

RequestUploadCredentialsRequest generates a "aws/request.Request" representing the client's request for the RequestUploadCredentials operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See RequestUploadCredentials for more information on using the RequestUploadCredentials API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the RequestUploadCredentialsRequest method.
req, resp := client.RequestUploadCredentialsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials

func (*GameLift) RequestUploadCredentialsWithContext

func (c *GameLift) RequestUploadCredentialsWithContext(ctx aws.Context, input *RequestUploadCredentialsInput, opts ...request.Option) (*RequestUploadCredentialsOutput, error)

RequestUploadCredentialsWithContext is the same as RequestUploadCredentials with the addition of the ability to pass a context and additional request options.

See RequestUploadCredentials for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ResolveAlias

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

ResolveAlias API operation for Amazon GameLift.

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

Alias-related operations include:

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation ResolveAlias for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException"
The service is unable to resolve the routing for a particular alias because
it has a terminal RoutingStrategy associated with it. The message returned
in this exception is the message defined in the routing strategy itself.
Such requests should only be retried if the routing strategy for the specified
alias is modified.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias

func (*GameLift) ResolveAliasRequest

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

ResolveAliasRequest generates a "aws/request.Request" representing the client's request for the ResolveAlias operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ResolveAlias for more information on using the ResolveAlias API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ResolveAliasRequest method.
req, resp := client.ResolveAliasRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias

func (*GameLift) ResolveAliasWithContext

func (c *GameLift) ResolveAliasWithContext(ctx aws.Context, input *ResolveAliasInput, opts ...request.Option) (*ResolveAliasOutput, error)

ResolveAliasWithContext is the same as ResolveAlias with the addition of the ability to pass a context and additional request options.

See ResolveAlias for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) SearchGameSessions

func (c *GameLift) SearchGameSessions(input *SearchGameSessionsInput) (*SearchGameSessionsOutput, error)

SearchGameSessions API operation for Amazon GameLift.

Retrieves a set of game sessions that match a set of search criteria and sorts them in a specified order. A game session search is limited to a single fleet. Search results include only game sessions that are in ACTIVE status. If you need to retrieve game sessions with a status other than active, use DescribeGameSessions. If you need to retrieve the protection policy for each game session, use DescribeGameSessionDetails.

You can search or sort by the following game session attributes:

* gameSessionId -- Unique identifier for the game session. You can use
either a GameSessionId or GameSessionArn value.

* gameSessionName -- Name assigned to a game session. This value is set
when requesting a new game session with CreateGameSession or updating
with UpdateGameSession. Game session names do not need to be unique to
a game session.

* creationTimeMillis -- Value indicating when a game session was created.
It is expressed in Unix time as milliseconds.

* playerSessionCount -- Number of players currently connected to a game
session. This value changes rapidly as players join the session or drop
out.

* maximumSessions -- Maximum number of player sessions allowed for a game
session. This value is set when requesting a new game session with CreateGameSession
or updating with UpdateGameSession.

* hasAvailablePlayerSessions -- Boolean value indicating whether 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.

Game-session-related operations include:

* CreateGameSession

* DescribeGameSessions

* DescribeGameSessionDetails

* SearchGameSessions

* UpdateGameSession

* GetGameSessionLogUrl

* Game session placements

StartGameSessionPlacement

DescribeGameSessionPlacement

StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation SearchGameSessions for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException"
The service is unable to resolve the routing for a particular alias because
it has a terminal RoutingStrategy associated with it. The message returned
in this exception is the message defined in the routing strategy itself.
Such requests should only be retried if the routing strategy for the specified
alias is modified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions

func (*GameLift) SearchGameSessionsRequest

func (c *GameLift) SearchGameSessionsRequest(input *SearchGameSessionsInput) (req *request.Request, output *SearchGameSessionsOutput)

SearchGameSessionsRequest generates a "aws/request.Request" representing the client's request for the SearchGameSessions operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See SearchGameSessions for more information on using the SearchGameSessions API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the SearchGameSessionsRequest method.
req, resp := client.SearchGameSessionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions

func (*GameLift) SearchGameSessionsWithContext

func (c *GameLift) SearchGameSessionsWithContext(ctx aws.Context, input *SearchGameSessionsInput, opts ...request.Option) (*SearchGameSessionsOutput, error)

SearchGameSessionsWithContext is the same as SearchGameSessions with the addition of the ability to pass a context and additional request options.

See SearchGameSessions for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) StartGameSessionPlacement

func (c *GameLift) StartGameSessionPlacement(input *StartGameSessionPlacementInput) (*StartGameSessionPlacementOutput, error)

StartGameSessionPlacement API operation for Amazon GameLift.

Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.

A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.

When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.

Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each region's average lag for all players and reorders to get the best game play across all players.

To place a new game session request, specify the following:

* The queue name and a set of game session properties and settings

* A unique ID (such as a UUID) for the placement. You use this ID to track
the status of the placement request

* (Optional) A set of IDs and player data for each player you want to
join to the new game session

* Latency data for all players (if you want to optimize game play for
the players)

If successful, a new game session placement is created.

To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.

Game-session-related operations include:

* CreateGameSession

* DescribeGameSessions

* DescribeGameSessionDetails

* SearchGameSessions

* UpdateGameSession

* GetGameSessionLogUrl

* Game session placements

StartGameSessionPlacement

DescribeGameSessionPlacement

StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation StartGameSessionPlacement for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement

func (*GameLift) StartGameSessionPlacementRequest

func (c *GameLift) StartGameSessionPlacementRequest(input *StartGameSessionPlacementInput) (req *request.Request, output *StartGameSessionPlacementOutput)

StartGameSessionPlacementRequest generates a "aws/request.Request" representing the client's request for the StartGameSessionPlacement operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See StartGameSessionPlacement for more information on using the StartGameSessionPlacement API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the StartGameSessionPlacementRequest method.
req, resp := client.StartGameSessionPlacementRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement

func (*GameLift) StartGameSessionPlacementWithContext

func (c *GameLift) StartGameSessionPlacementWithContext(ctx aws.Context, input *StartGameSessionPlacementInput, opts ...request.Option) (*StartGameSessionPlacementOutput, error)

StartGameSessionPlacementWithContext is the same as StartGameSessionPlacement with the addition of the ability to pass a context and additional request options.

See StartGameSessionPlacement for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) StartMatchmaking

func (c *GameLift) StartMatchmaking(input *StartMatchmakingInput) (*StartMatchmakingOutput, error)

StartMatchmaking API operation for Amazon GameLift.

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new game for the matched players. Each matchmaking request specifies the type of match to build (team configuration, rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to host the new game session for optimal performance. A matchmaking request might start with a single player or a group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match type, rules, and the queue used to place a new game session are defined in a MatchmakingConfiguration. For complete information on setting up and using FlexMatch, see the topic Adding FlexMatch to Your Game (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html).

To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If successful, a matchmaking ticket is returned with status set to QUEUED. Track the status of the ticket to respond as needed and acquire game session connection information for successfully completed matches.

Tracking ticket status -- A couple of options are available for tracking the status of matchmaking requests:

* Polling -- Call DescribeMatchmaking. This operation returns the full
ticket object, including current status and (for completed tickets) game
session connection info. We recommend polling no more than once every
10 seconds.

* Notifications -- Get event notifications for changes in ticket status
using Amazon Simple Notification Service (SNS). Notifications are easy
to set up (see CreateMatchmakingConfiguration) and typically deliver match
status changes faster and more efficiently than polling. We recommend
that you use polling to back up to notifications (since delivery is not
guaranteed) and call DescribeMatchmaking only when notifications are not
received within 30 seconds.

Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows:

Your client code submits a StartMatchmaking request for one or more players and tracks the status of the request ticket.

FlexMatch uses this ticket and others in process to build an acceptable match. When a potential match is identified, all tickets in the proposed match are advanced to the next status.

If the match requires player acceptance (set in the matchmaking configuration), the tickets move into status REQUIRES_ACCEPTANCE. This status triggers your client code to solicit acceptance from all players in every ticket involved in the match, and then call AcceptMatch for each player. If any player rejects or fails to accept the match before a specified timeout, the proposed match is dropped (see AcceptMatch for more details).

Once a match is proposed and accepted, the matchmaking tickets move into status PLACING. FlexMatch locates resources for a new game session using the game session queue (set in the matchmaking configuration) and creates the game session based on the match data.

When the match is successfully placed, the matchmaking tickets move into COMPLETED status. Connection information (including game session endpoint and player session) is added to the matchmaking tickets. Matched players can use the connection information to join the game.

Matchmaking-related operations include:

* StartMatchmaking

* DescribeMatchmaking

* StopMatchmaking

* AcceptMatch

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation StartMatchmaking for usage and error information.

Returned Error Codes:

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnsupportedRegionException "UnsupportedRegionException"
The requested operation is not supported in the region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking

func (*GameLift) StartMatchmakingRequest

func (c *GameLift) StartMatchmakingRequest(input *StartMatchmakingInput) (req *request.Request, output *StartMatchmakingOutput)

StartMatchmakingRequest generates a "aws/request.Request" representing the client's request for the StartMatchmaking operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See StartMatchmaking for more information on using the StartMatchmaking API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the StartMatchmakingRequest method.
req, resp := client.StartMatchmakingRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking

func (*GameLift) StartMatchmakingWithContext

func (c *GameLift) StartMatchmakingWithContext(ctx aws.Context, input *StartMatchmakingInput, opts ...request.Option) (*StartMatchmakingOutput, error)

StartMatchmakingWithContext is the same as StartMatchmaking with the addition of the ability to pass a context and additional request options.

See StartMatchmaking for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) StopGameSessionPlacement

func (c *GameLift) StopGameSessionPlacement(input *StopGameSessionPlacementInput) (*StopGameSessionPlacementOutput, error)

StopGameSessionPlacement API operation for Amazon GameLift.

Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status.

Game-session-related operations include:

* CreateGameSession

* DescribeGameSessions

* DescribeGameSessionDetails

* SearchGameSessions

* UpdateGameSession

* GetGameSessionLogUrl

* Game session placements

StartGameSessionPlacement

DescribeGameSessionPlacement

StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation StopGameSessionPlacement for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement

func (*GameLift) StopGameSessionPlacementRequest

func (c *GameLift) StopGameSessionPlacementRequest(input *StopGameSessionPlacementInput) (req *request.Request, output *StopGameSessionPlacementOutput)

StopGameSessionPlacementRequest generates a "aws/request.Request" representing the client's request for the StopGameSessionPlacement operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See StopGameSessionPlacement for more information on using the StopGameSessionPlacement API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the StopGameSessionPlacementRequest method.
req, resp := client.StopGameSessionPlacementRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement

func (*GameLift) StopGameSessionPlacementWithContext

func (c *GameLift) StopGameSessionPlacementWithContext(ctx aws.Context, input *StopGameSessionPlacementInput, opts ...request.Option) (*StopGameSessionPlacementOutput, error)

StopGameSessionPlacementWithContext is the same as StopGameSessionPlacement with the addition of the ability to pass a context and additional request options.

See StopGameSessionPlacement for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) StopMatchmaking

func (c *GameLift) StopMatchmaking(input *StopMatchmakingInput) (*StopMatchmakingOutput, error)

StopMatchmaking API operation for Amazon GameLift.

Cancels a matchmaking ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED.

Matchmaking-related operations include:

* StartMatchmaking

* DescribeMatchmaking

* StopMatchmaking

* AcceptMatch

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation StopMatchmaking for usage and error information.

Returned Error Codes:

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnsupportedRegionException "UnsupportedRegionException"
The requested operation is not supported in the region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking

func (*GameLift) StopMatchmakingRequest

func (c *GameLift) StopMatchmakingRequest(input *StopMatchmakingInput) (req *request.Request, output *StopMatchmakingOutput)

StopMatchmakingRequest generates a "aws/request.Request" representing the client's request for the StopMatchmaking operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See StopMatchmaking for more information on using the StopMatchmaking API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the StopMatchmakingRequest method.
req, resp := client.StopMatchmakingRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking

func (*GameLift) StopMatchmakingWithContext

func (c *GameLift) StopMatchmakingWithContext(ctx aws.Context, input *StopMatchmakingInput, opts ...request.Option) (*StopMatchmakingOutput, error)

StopMatchmakingWithContext is the same as StopMatchmaking with the addition of the ability to pass a context and additional request options.

See StopMatchmaking for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) UpdateAlias

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

UpdateAlias API operation for Amazon GameLift.

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

Alias-related operations include:

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateAlias for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias

func (*GameLift) UpdateAliasRequest

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

UpdateAliasRequest generates a "aws/request.Request" representing the client's request for the UpdateAlias operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateAlias for more information on using the UpdateAlias API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateAliasRequest method.
req, resp := client.UpdateAliasRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias

func (*GameLift) UpdateAliasWithContext

func (c *GameLift) UpdateAliasWithContext(ctx aws.Context, input *UpdateAliasInput, opts ...request.Option) (*UpdateAliasOutput, error)

UpdateAliasWithContext is the same as UpdateAlias with the addition of the ability to pass a context and additional request options.

See UpdateAlias for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) UpdateBuild

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

UpdateBuild API operation for Amazon GameLift.

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

Build-related operations include:

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateBuild for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild

func (*GameLift) UpdateBuildRequest

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

UpdateBuildRequest generates a "aws/request.Request" representing the client's request for the UpdateBuild operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateBuild for more information on using the UpdateBuild API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateBuildRequest method.
req, resp := client.UpdateBuildRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild

func (*GameLift) UpdateBuildWithContext

func (c *GameLift) UpdateBuildWithContext(ctx aws.Context, input *UpdateBuildInput, opts ...request.Option) (*UpdateBuildOutput, error)

UpdateBuildWithContext is the same as UpdateBuild with the addition of the ability to pass a context and additional request options.

See UpdateBuild for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) UpdateFleetAttributes

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

UpdateFleetAttributes API operation for Amazon GameLift.

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

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateFleetAttributes for usage and error information.

Returned Error Codes:

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeConflictException "ConflictException"
The requested operation would cause a conflict with the current state of
a service resource associated with the request. Resolve the conflict before
retrying this request.

* ErrCodeInvalidFleetStatusException "InvalidFleetStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the fleet. Resolve the conflict
before retrying.

* ErrCodeLimitExceededException "LimitExceededException"
The requested operation would cause the resource to exceed the allowed service
limit. Resolve the issue before retrying.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes

func (*GameLift) UpdateFleetAttributesRequest

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

UpdateFleetAttributesRequest generates a "aws/request.Request" representing the client's request for the UpdateFleetAttributes operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateFleetAttributes for more information on using the UpdateFleetAttributes API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateFleetAttributesRequest method.
req, resp := client.UpdateFleetAttributesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes

func (*GameLift) UpdateFleetAttributesWithContext

func (c *GameLift) UpdateFleetAttributesWithContext(ctx aws.Context, input *UpdateFleetAttributesInput, opts ...request.Option) (*UpdateFleetAttributesOutput, error)

UpdateFleetAttributesWithContext is the same as UpdateFleetAttributes with the addition of the ability to pass a context and additional request options.

See UpdateFleetAttributes for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) UpdateFleetCapacity

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

UpdateFleetCapacity API operation for Amazon GameLift.

Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.

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

To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs.

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateFleetCapacity for usage and error information.

Returned Error Codes:

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeConflictException "ConflictException"
The requested operation would cause a conflict with the current state of
a service resource associated with the request. Resolve the conflict before
retrying this request.

* ErrCodeLimitExceededException "LimitExceededException"
The requested operation would cause the resource to exceed the allowed service
limit. Resolve the issue before retrying.

* ErrCodeInvalidFleetStatusException "InvalidFleetStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the fleet. Resolve the conflict
before retrying.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity

func (*GameLift) UpdateFleetCapacityRequest

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

UpdateFleetCapacityRequest generates a "aws/request.Request" representing the client's request for the UpdateFleetCapacity operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateFleetCapacity for more information on using the UpdateFleetCapacity API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateFleetCapacityRequest method.
req, resp := client.UpdateFleetCapacityRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity

func (*GameLift) UpdateFleetCapacityWithContext

func (c *GameLift) UpdateFleetCapacityWithContext(ctx aws.Context, input *UpdateFleetCapacityInput, opts ...request.Option) (*UpdateFleetCapacityOutput, error)

UpdateFleetCapacityWithContext is the same as UpdateFleetCapacity with the addition of the ability to pass a context and additional request options.

See UpdateFleetCapacity for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) UpdateFleetPortSettings

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

UpdateFleetPortSettings API operation for Amazon GameLift.

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

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateFleetPortSettings for usage and error information.

Returned Error Codes:

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeConflictException "ConflictException"
The requested operation would cause a conflict with the current state of
a service resource associated with the request. Resolve the conflict before
retrying this request.

* ErrCodeInvalidFleetStatusException "InvalidFleetStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the fleet. Resolve the conflict
before retrying.

* ErrCodeLimitExceededException "LimitExceededException"
The requested operation would cause the resource to exceed the allowed service
limit. Resolve the issue before retrying.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings

func (*GameLift) UpdateFleetPortSettingsRequest

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

UpdateFleetPortSettingsRequest generates a "aws/request.Request" representing the client's request for the UpdateFleetPortSettings operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateFleetPortSettings for more information on using the UpdateFleetPortSettings API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateFleetPortSettingsRequest method.
req, resp := client.UpdateFleetPortSettingsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings

func (*GameLift) UpdateFleetPortSettingsWithContext

func (c *GameLift) UpdateFleetPortSettingsWithContext(ctx aws.Context, input *UpdateFleetPortSettingsInput, opts ...request.Option) (*UpdateFleetPortSettingsOutput, error)

UpdateFleetPortSettingsWithContext is the same as UpdateFleetPortSettings with the addition of the ability to pass a context and additional request options.

See UpdateFleetPortSettings for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) UpdateGameSession

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

UpdateGameSession API operation for Amazon GameLift.

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

Game-session-related operations include:

* CreateGameSession

* DescribeGameSessions

* DescribeGameSessionDetails

* SearchGameSessions

* UpdateGameSession

* GetGameSessionLogUrl

* Game session placements

StartGameSessionPlacement

DescribeGameSessionPlacement

StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateGameSession for usage and error information.

Returned Error Codes:

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeConflictException "ConflictException"
The requested operation would cause a conflict with the current state of
a service resource associated with the request. Resolve the conflict before
retrying this request.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the game instance. Resolve
the conflict before retrying.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession

func (*GameLift) UpdateGameSessionQueue

func (c *GameLift) UpdateGameSessionQueue(input *UpdateGameSessionQueueInput) (*UpdateGameSessionQueueOutput, error)

UpdateGameSessionQueue API operation for Amazon GameLift.

Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.

Queue-related operations include:

* CreateGameSessionQueue

* DescribeGameSessionQueues

* UpdateGameSessionQueue

* DeleteGameSessionQueue

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateGameSessionQueue for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue

func (*GameLift) UpdateGameSessionQueueRequest

func (c *GameLift) UpdateGameSessionQueueRequest(input *UpdateGameSessionQueueInput) (req *request.Request, output *UpdateGameSessionQueueOutput)

UpdateGameSessionQueueRequest generates a "aws/request.Request" representing the client's request for the UpdateGameSessionQueue operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateGameSessionQueue for more information on using the UpdateGameSessionQueue API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateGameSessionQueueRequest method.
req, resp := client.UpdateGameSessionQueueRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue

func (*GameLift) UpdateGameSessionQueueWithContext

func (c *GameLift) UpdateGameSessionQueueWithContext(ctx aws.Context, input *UpdateGameSessionQueueInput, opts ...request.Option) (*UpdateGameSessionQueueOutput, error)

UpdateGameSessionQueueWithContext is the same as UpdateGameSessionQueue with the addition of the ability to pass a context and additional request options.

See UpdateGameSessionQueue for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) UpdateGameSessionRequest

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

UpdateGameSessionRequest generates a "aws/request.Request" representing the client's request for the UpdateGameSession operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateGameSession for more information on using the UpdateGameSession API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateGameSessionRequest method.
req, resp := client.UpdateGameSessionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession

func (*GameLift) UpdateGameSessionWithContext

func (c *GameLift) UpdateGameSessionWithContext(ctx aws.Context, input *UpdateGameSessionInput, opts ...request.Option) (*UpdateGameSessionOutput, error)

UpdateGameSessionWithContext is the same as UpdateGameSession with the addition of the ability to pass a context and additional request options.

See UpdateGameSession for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) UpdateMatchmakingConfiguration

func (c *GameLift) UpdateMatchmakingConfiguration(input *UpdateMatchmakingConfigurationInput) (*UpdateMatchmakingConfigurationOutput, error)

UpdateMatchmakingConfiguration API operation for Amazon GameLift.

Updates settings for a FlexMatch matchmaking configuration. To update settings, specify the configuration name to be updated and provide the new settings.

Operations related to match configurations and rule sets include:

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateMatchmakingConfiguration for usage and error information.

Returned Error Codes:

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnsupportedRegionException "UnsupportedRegionException"
The requested operation is not supported in the region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration

func (*GameLift) UpdateMatchmakingConfigurationRequest

func (c *GameLift) UpdateMatchmakingConfigurationRequest(input *UpdateMatchmakingConfigurationInput) (req *request.Request, output *UpdateMatchmakingConfigurationOutput)

UpdateMatchmakingConfigurationRequest generates a "aws/request.Request" representing the client's request for the UpdateMatchmakingConfiguration operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateMatchmakingConfiguration for more information on using the UpdateMatchmakingConfiguration API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateMatchmakingConfigurationRequest method.
req, resp := client.UpdateMatchmakingConfigurationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration

func (*GameLift) UpdateMatchmakingConfigurationWithContext

func (c *GameLift) UpdateMatchmakingConfigurationWithContext(ctx aws.Context, input *UpdateMatchmakingConfigurationInput, opts ...request.Option) (*UpdateMatchmakingConfigurationOutput, error)

UpdateMatchmakingConfigurationWithContext is the same as UpdateMatchmakingConfiguration with the addition of the ability to pass a context and additional request options.

See UpdateMatchmakingConfiguration for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) UpdateRuntimeConfiguration

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

UpdateRuntimeConfiguration API operation for Amazon GameLift.

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

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

Each instance in a Amazon GameLift fleet checks regularly for an updated run-time configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while Amazon GameLift simply adds new server processes to fit the current run-time configuration. As a result, the run-time configuration changes are applied gradually as existing processes shut down and new processes are launched in Amazon GameLift's normal process recycling activity.

Fleet-related operations include:

* CreateFleet

* ListFleets

* Describe fleets:

DescribeFleetAttributes

DescribeFleetPortSettings

DescribeFleetUtilization

DescribeRuntimeConfiguration

DescribeFleetEvents

* Update fleets:

UpdateFleetAttributes

UpdateFleetCapacity

UpdateFleetPortSettings

UpdateRuntimeConfiguration

* Manage fleet capacity:

DescribeFleetCapacity

UpdateFleetCapacity

PutScalingPolicy (automatic scaling)

DescribeScalingPolicies (automatic scaling)

DeleteScalingPolicy (automatic scaling)

DescribeEC2InstanceLimits

* DeleteFleet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateRuntimeConfiguration for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeInvalidFleetStatusException "InvalidFleetStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the fleet. Resolve the conflict
before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration

func (*GameLift) UpdateRuntimeConfigurationRequest

func (c *GameLift) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigurationInput) (req *request.Request, output *UpdateRuntimeConfigurationOutput)

UpdateRuntimeConfigurationRequest generates a "aws/request.Request" representing the client's request for the UpdateRuntimeConfiguration operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateRuntimeConfiguration for more information on using the UpdateRuntimeConfiguration API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateRuntimeConfigurationRequest method.
req, resp := client.UpdateRuntimeConfigurationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration

func (*GameLift) UpdateRuntimeConfigurationWithContext

func (c *GameLift) UpdateRuntimeConfigurationWithContext(ctx aws.Context, input *UpdateRuntimeConfigurationInput, opts ...request.Option) (*UpdateRuntimeConfigurationOutput, error)

UpdateRuntimeConfigurationWithContext is the same as UpdateRuntimeConfiguration with the addition of the ability to pass a context and additional request options.

See UpdateRuntimeConfiguration for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ValidateMatchmakingRuleSet

func (c *GameLift) ValidateMatchmakingRuleSet(input *ValidateMatchmakingRuleSetInput) (*ValidateMatchmakingRuleSetOutput, error)

ValidateMatchmakingRuleSet API operation for Amazon GameLift.

Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set uses syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set string.

Operations related to match configurations and rule sets include:

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation ValidateMatchmakingRuleSet for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnsupportedRegionException "UnsupportedRegionException"
The requested operation is not supported in the region specified.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet

func (*GameLift) ValidateMatchmakingRuleSetRequest

func (c *GameLift) ValidateMatchmakingRuleSetRequest(input *ValidateMatchmakingRuleSetInput) (req *request.Request, output *ValidateMatchmakingRuleSetOutput)

ValidateMatchmakingRuleSetRequest generates a "aws/request.Request" representing the client's request for the ValidateMatchmakingRuleSet operation. The "output" return value will be populated with the request's response once the request complets successfuly.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ValidateMatchmakingRuleSet for more information on using the ValidateMatchmakingRuleSet API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ValidateMatchmakingRuleSetRequest method.
req, resp := client.ValidateMatchmakingRuleSetRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet

func (*GameLift) ValidateMatchmakingRuleSetWithContext

func (c *GameLift) ValidateMatchmakingRuleSetWithContext(ctx aws.Context, input *ValidateMatchmakingRuleSetInput, opts ...request.Option) (*ValidateMatchmakingRuleSetOutput, error)

ValidateMatchmakingRuleSetWithContext is the same as ValidateMatchmakingRuleSet with the addition of the ability to pass a context and additional request options.

See ValidateMatchmakingRuleSet for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

type GameProperty

type GameProperty struct {

    // Game property identifier.
    //
    // Key is a required field
    Key *string `type:"string" required:"true"`

    // Game property value.
    //
    // Value is a required field
    Value *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session, such as to specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session; the server process uses the properties as appropriate. For more information, see the Amazon GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-create). See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameProperty

func (GameProperty) GoString

func (s GameProperty) GoString() string

GoString returns the string representation

func (*GameProperty) SetKey

func (s *GameProperty) SetKey(v string) *GameProperty

SetKey sets the Key field's value.

func (*GameProperty) SetValue

func (s *GameProperty) SetValue(v string) *GameProperty

SetValue sets the Value field's value.

func (GameProperty) String

func (s GameProperty) String() string

String returns the string representation

func (*GameProperty) Validate

func (s *GameProperty) Validate() error

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

type GameSession

type GameSession struct {

    // Time stamp indicating when this data object was created. Format is a number
    // expressed in Unix time as milliseconds (for example "1469498468.057").
    CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"`

    // Unique identifier for a player. This ID is used to enforce a resource protection
    // policy (if one exists), that limits the number of game sessions a player
    // can create.
    CreatorId *string `min:"1" type:"string"`

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

    // Unique identifier for a fleet that the game session is running on.
    FleetId *string `type:"string"`

    // Set of developer-defined properties for a game session, formatted as a set
    // of type:value pairs. These properties are included in the GameSession object,
    // which is passed to the game server with a request to start a new game session
    // (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
    GameProperties []*GameProperty `type:"list"`

    // Set of developer-defined game session properties, formatted as a single string
    // value. This data is included in the GameSession object, which is passed to
    // the game server with a request to start a new game session (see Start a Game
    // Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
    GameSessionData *string `min:"1" type:"string"`

    // Unique identifier for the game session. A game session ARN has the following
    // format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string
    // or idempotency token>.
    GameSessionId *string `min:"1" type:"string"`

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

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

    // Descriptive label that is associated with a game session. Session names do
    // not need to be unique.
    Name *string `min:"1" type:"string"`

    // Indicates whether or not the game session is accepting new players.
    PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"`

    // Port number for the game session. To connect to a Amazon GameLift game server,
    // an app needs both the IP address and port number.
    Port *int64 `min:"1" type:"integer"`

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

    // Time stamp indicating when this data object was terminated. Format is a number
    // expressed in Unix time as milliseconds (for example "1469498468.057").
    TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"`
    // contains filtered or unexported fields
}

Properties describing a game session.

A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED.

Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.

Game-session-related operations include:

* CreateGameSession

* DescribeGameSessions

* DescribeGameSessionDetails

* SearchGameSessions

* UpdateGameSession

* GetGameSessionLogUrl

* Game session placements

StartGameSessionPlacement

DescribeGameSessionPlacement

StopGameSessionPlacement See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSession

func (GameSession) GoString

func (s GameSession) GoString() string

GoString returns the string representation

func (*GameSession) SetCreationTime

func (s *GameSession) SetCreationTime(v time.Time) *GameSession

SetCreationTime sets the CreationTime field's value.

func (*GameSession) SetCreatorId

func (s *GameSession) SetCreatorId(v string) *GameSession

SetCreatorId sets the CreatorId field's value.

func (*GameSession) SetCurrentPlayerSessionCount

func (s *GameSession) SetCurrentPlayerSessionCount(v int64) *GameSession

SetCurrentPlayerSessionCount sets the CurrentPlayerSessionCount field's value.

func (*GameSession) SetFleetId

func (s *GameSession) SetFleetId(v string) *GameSession

SetFleetId sets the FleetId field's value.

func (*GameSession) SetGameProperties

func (s *GameSession) SetGameProperties(v []*GameProperty) *GameSession

SetGameProperties sets the GameProperties field's value.

func (*GameSession) SetGameSessionData

func (s *GameSession) SetGameSessionData(v string) *GameSession

SetGameSessionData sets the GameSessionData field's value.

func (*GameSession) SetGameSessionId

func (s *GameSession) SetGameSessionId(v string) *GameSession

SetGameSessionId sets the GameSessionId field's value.

func (*GameSession) SetIpAddress

func (s *GameSession) SetIpAddress(v string) *GameSession

SetIpAddress sets the IpAddress field's value.

func (*GameSession) SetMaximumPlayerSessionCount

func (s *GameSession) SetMaximumPlayerSessionCount(v int64) *GameSession

SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.

func (*GameSession) SetName

func (s *GameSession) SetName(v string) *GameSession

SetName sets the Name field's value.

func (*GameSession) SetPlayerSessionCreationPolicy

func (s *GameSession) SetPlayerSessionCreationPolicy(v string) *GameSession

SetPlayerSessionCreationPolicy sets the PlayerSessionCreationPolicy field's value.

func (*GameSession) SetPort

func (s *GameSession) SetPort(v int64) *GameSession

SetPort sets the Port field's value.

func (*GameSession) SetStatus

func (s *GameSession) SetStatus(v string) *GameSession

SetStatus sets the Status field's value.

func (*GameSession) SetTerminationTime

func (s *GameSession) SetTerminationTime(v time.Time) *GameSession

SetTerminationTime sets the TerminationTime field's value.

func (GameSession) String

func (s GameSession) String() string

String returns the string representation

type GameSessionConnectionInfo

type GameSessionConnectionInfo struct {

    // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
    // that is assigned to a game session and uniquely identifies it.
    GameSessionArn *string `min:"1" type:"string"`

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

    // Collection of player session IDs, one for each player ID that was included
    // in the original matchmaking request.
    MatchedPlayerSessions []*MatchedPlayerSession `type:"list"`

    // Port number for the game session. To connect to a Amazon GameLift game server,
    // an app needs both the IP address and port number.
    Port *int64 `min:"1" type:"integer"`
    // contains filtered or unexported fields
}

Connection information for the new game session that is created with matchmaking. (with StartMatchmaking). Once a match is set, the FlexMatch engine places the match and creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the MatchmakingTicket, which can be retrieved by calling DescribeMatchmaking. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionConnectionInfo

func (GameSessionConnectionInfo) GoString

func (s GameSessionConnectionInfo) GoString() string

GoString returns the string representation

func (*GameSessionConnectionInfo) SetGameSessionArn

func (s *GameSessionConnectionInfo) SetGameSessionArn(v string) *GameSessionConnectionInfo

SetGameSessionArn sets the GameSessionArn field's value.

func (*GameSessionConnectionInfo) SetIpAddress

func (s *GameSessionConnectionInfo) SetIpAddress(v string) *GameSessionConnectionInfo

SetIpAddress sets the IpAddress field's value.

func (*GameSessionConnectionInfo) SetMatchedPlayerSessions

func (s *GameSessionConnectionInfo) SetMatchedPlayerSessions(v []*MatchedPlayerSession) *GameSessionConnectionInfo

SetMatchedPlayerSessions sets the MatchedPlayerSessions field's value.

func (*GameSessionConnectionInfo) SetPort

func (s *GameSessionConnectionInfo) SetPort(v int64) *GameSessionConnectionInfo

SetPort sets the Port field's value.

func (GameSessionConnectionInfo) String

func (s GameSessionConnectionInfo) String() string

String returns the string representation

type GameSessionDetail

type GameSessionDetail struct {

    // Object that describes a game session.
    GameSession *GameSession `type:"structure"`

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

A game session's properties plus the protection policy currently in force. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionDetail

func (GameSessionDetail) GoString

func (s GameSessionDetail) GoString() string

GoString returns the string representation

func (*GameSessionDetail) SetGameSession

func (s *GameSessionDetail) SetGameSession(v *GameSession) *GameSessionDetail

SetGameSession sets the GameSession field's value.

func (*GameSessionDetail) SetProtectionPolicy

func (s *GameSessionDetail) SetProtectionPolicy(v string) *GameSessionDetail

SetProtectionPolicy sets the ProtectionPolicy field's value.

func (GameSessionDetail) String

func (s GameSessionDetail) String() string

String returns the string representation

type GameSessionPlacement

type GameSessionPlacement struct {

    // Time stamp indicating when this request was completed, canceled, or timed
    // out.
    EndTime *time.Time `type:"timestamp" timestampFormat:"unix"`

    // Set of developer-defined properties for a game session, formatted as a set
    // of type:value pairs. These properties are included in the GameSession object,
    // which is passed to the game server with a request to start a new game session
    // (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
    GameProperties []*GameProperty `type:"list"`

    // Identifier for the game session created by this placement request. This value
    // is set once the new game session is placed (placement status is FULFILLED).
    // This identifier is unique across all regions. You can use this value as a
    // GameSessionId value as needed.
    GameSessionArn *string `min:"1" type:"string"`

    // Set of developer-defined game session properties, formatted as a single string
    // value. This data is included in the GameSession object, which is passed to
    // the game server with a request to start a new game session (see Start a Game
    // Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
    GameSessionData *string `min:"1" type:"string"`

    // Unique identifier for the game session. This value is set once the new game
    // session is placed (placement status is FULFILLED).
    GameSessionId *string `min:"1" type:"string"`

    // Descriptive label that is associated with a game session. Session names do
    // not need to be unique.
    GameSessionName *string `min:"1" type:"string"`

    // Descriptive label that is associated with game session queue. Queue names
    // must be unique within each region.
    GameSessionQueueName *string `min:"1" type:"string"`

    // Name of the region where the game session created by this placement request
    // is running. This value is set once the new game session is placed (placement
    // status is FULFILLED).
    GameSessionRegion *string `min:"1" type:"string"`

    // IP address of the game session. To connect to a Amazon GameLift game server,
    // an app needs both the IP address and port number. This value is set once
    // the new game session is placed (placement status is FULFILLED).
    IpAddress *string `type:"string"`

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

    // Collection of information on player sessions created in response to the game
    // session placement request. These player sessions are created only once a
    // new game session is successfully placed (placement status is FULFILLED).
    // This information includes the player ID (as provided in the placement request)
    // and the corresponding player session ID. Retrieve full player sessions by
    // calling DescribePlayerSessions with the player session ID.
    PlacedPlayerSessions []*PlacedPlayerSession `type:"list"`

    // Unique identifier for a game session placement.
    PlacementId *string `min:"1" type:"string"`

    // Set of values, expressed in milliseconds, indicating the amount of latency
    // that a player experiences when connected to AWS regions.
    PlayerLatencies []*PlayerLatency `type:"list"`

    // Port number for the game session. To connect to a Amazon GameLift game server,
    // an app needs both the IP address and port number. This value is set once
    // the new game session is placed (placement status is FULFILLED).
    Port *int64 `min:"1" type:"integer"`

    // Time stamp indicating when this request was placed in the queue. Format is
    // a number expressed in Unix time as milliseconds (for example "1469498468.057").
    StartTime *time.Time `type:"timestamp" timestampFormat:"unix"`

    // Current status of the game session placement request.
    //
    //    * PENDING -- The placement request is currently in the queue waiting to
    //    be processed.
    //
    //    * FULFILLED -- A new game session and player sessions (if requested) have
    //    been successfully created. Values for GameSessionArn and GameSessionRegion
    //    are available.
    //
    //    * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement.
    //
    //    * TIMED_OUT -- A new game session was not successfully created before
    //    the time limit expired. You can resubmit the placement request as needed.
    Status *string `type:"string" enum:"GameSessionPlacementState"`
    // contains filtered or unexported fields
}

Object that describes a StartGameSessionPlacement request. This object includes the full details of the original request plus the current status and start/end time stamps.

Game session placement-related operations include:

* StartGameSessionPlacement

* DescribeGameSessionPlacement

* StopGameSessionPlacement

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionPlacement

func (GameSessionPlacement) GoString

func (s GameSessionPlacement) GoString() string

GoString returns the string representation

func (*GameSessionPlacement) SetEndTime

func (s *GameSessionPlacement) SetEndTime(v time.Time) *GameSessionPlacement

SetEndTime sets the EndTime field's value.

func (*GameSessionPlacement) SetGameProperties

func (s *GameSessionPlacement) SetGameProperties(v []*GameProperty) *GameSessionPlacement

SetGameProperties sets the GameProperties field's value.

func (*GameSessionPlacement) SetGameSessionArn

func (s *GameSessionPlacement) SetGameSessionArn(v string) *GameSessionPlacement

SetGameSessionArn sets the GameSessionArn field's value.

func (*GameSessionPlacement) SetGameSessionData

func (s *GameSessionPlacement) SetGameSessionData(v string) *GameSessionPlacement

SetGameSessionData sets the GameSessionData field's value.

func (*GameSessionPlacement) SetGameSessionId

func (s *GameSessionPlacement) SetGameSessionId(v string) *GameSessionPlacement

SetGameSessionId sets the GameSessionId field's value.

func (*GameSessionPlacement) SetGameSessionName

func (s *GameSessionPlacement) SetGameSessionName(v string) *GameSessionPlacement

SetGameSessionName sets the GameSessionName field's value.

func (*GameSessionPlacement) SetGameSessionQueueName

func (s *GameSessionPlacement) SetGameSessionQueueName(v string) *GameSessionPlacement

SetGameSessionQueueName sets the GameSessionQueueName field's value.

func (*GameSessionPlacement) SetGameSessionRegion

func (s *GameSessionPlacement) SetGameSessionRegion(v string) *GameSessionPlacement

SetGameSessionRegion sets the GameSessionRegion field's value.

func (*GameSessionPlacement) SetIpAddress

func (s *GameSessionPlacement) SetIpAddress(v string) *GameSessionPlacement

SetIpAddress sets the IpAddress field's value.

func (*GameSessionPlacement) SetMaximumPlayerSessionCount

func (s *GameSessionPlacement) SetMaximumPlayerSessionCount(v int64) *GameSessionPlacement

SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.

func (*GameSessionPlacement) SetPlacedPlayerSessions

func (s *GameSessionPlacement) SetPlacedPlayerSessions(v []*PlacedPlayerSession) *GameSessionPlacement

SetPlacedPlayerSessions sets the PlacedPlayerSessions field's value.

func (*GameSessionPlacement) SetPlacementId

func (s *GameSessionPlacement) SetPlacementId(v string) *GameSessionPlacement

SetPlacementId sets the PlacementId field's value.

func (*GameSessionPlacement) SetPlayerLatencies

func (s *GameSessionPlacement) SetPlayerLatencies(v []*PlayerLatency) *GameSessionPlacement

SetPlayerLatencies sets the PlayerLatencies field's value.

func (*GameSessionPlacement) SetPort

func (s *GameSessionPlacement) SetPort(v int64) *GameSessionPlacement

SetPort sets the Port field's value.

func (*GameSessionPlacement) SetStartTime

func (s *GameSessionPlacement) SetStartTime(v time.Time) *GameSessionPlacement

SetStartTime sets the StartTime field's value.

func (*GameSessionPlacement) SetStatus

func (s *GameSessionPlacement) SetStatus(v string) *GameSessionPlacement

SetStatus sets the Status field's value.

func (GameSessionPlacement) String

func (s GameSessionPlacement) String() string

String returns the string representation

type GameSessionQueue

type GameSessionQueue struct {

    // List of fleets that can be used to fulfill game session placement requests
    // in the queue. Fleets are identified by either a fleet ARN or a fleet alias
    // ARN. Destinations are listed in default preference order.
    Destinations []*GameSessionQueueDestination `type:"list"`

    // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
    // that is assigned to a game session queue and uniquely identifies it. Format
    // is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
    GameSessionQueueArn *string `min:"1" type:"string"`

    // Descriptive label that is associated with game session queue. Queue names
    // must be unique within each region.
    Name *string `min:"1" type:"string"`

    // Collection of latency policies to apply when processing game sessions placement
    // requests with player latency information. Multiple policies are evaluated
    // in order of the maximum latency value, starting with the lowest latency values.
    // With just one policy, it is enforced at the start of the game session placement
    // for the duration period. With multiple policies, each policy is enforced
    // consecutively for its duration period. For example, a queue might enforce
    // a 60-second policy followed by a 120-second policy, and then no policy for
    // the remainder of the placement.
    PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"`

    // Maximum time, in seconds, that a new game session placement request remains
    // in the queue. When a request exceeds this time, the game session placement
    // changes to a TIMED_OUT status.
    TimeoutInSeconds *int64 `type:"integer"`
    // contains filtered or unexported fields
}

Configuration of a queue that is used to process game session placement requests. The queue configuration identifies several game features:

* The destinations where a new game session can potentially be hosted.
Amazon GameLift tries these destinations in an order based on either the
queue's default order or player latency information, if provided in a
placement request. With latency information, Amazon GameLift can place
game sessions where the majority of players are reporting the lowest possible
latency.

* The length of time that placement requests can wait in the queue before
timing out.

* A set of optional latency policies that protect individual players from
high latencies, preventing game sessions from being placed where any individual
player is reporting latency higher than a policy's maximum.

Queue-related operations include:

* CreateGameSessionQueue

* DescribeGameSessionQueues

* UpdateGameSessionQueue

* DeleteGameSessionQueue

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionQueue

func (GameSessionQueue) GoString

func (s GameSessionQueue) GoString() string

GoString returns the string representation

func (*GameSessionQueue) SetDestinations

func (s *GameSessionQueue) SetDestinations(v []*GameSessionQueueDestination) *GameSessionQueue

SetDestinations sets the Destinations field's value.

func (*GameSessionQueue) SetGameSessionQueueArn

func (s *GameSessionQueue) SetGameSessionQueueArn(v string) *GameSessionQueue

SetGameSessionQueueArn sets the GameSessionQueueArn field's value.

func (*GameSessionQueue) SetName

func (s *GameSessionQueue) SetName(v string) *GameSessionQueue

SetName sets the Name field's value.

func (*GameSessionQueue) SetPlayerLatencyPolicies

func (s *GameSessionQueue) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *GameSessionQueue

SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.

func (*GameSessionQueue) SetTimeoutInSeconds

func (s *GameSessionQueue) SetTimeoutInSeconds(v int64) *GameSessionQueue

SetTimeoutInSeconds sets the TimeoutInSeconds field's value.

func (GameSessionQueue) String

func (s GameSessionQueue) String() string

String returns the string representation

type GameSessionQueueDestination

type GameSessionQueueDestination struct {

    // Amazon Resource Name (ARN) assigned to fleet or fleet alias. ARNs, which
    // include a fleet ID or alias ID and a region name, provide a unique identifier
    // across all regions.
    DestinationArn *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Fleet designated in a game session queue. Requests for new game sessions in the queue are fulfilled by starting a new game session on any destination configured for a queue.

Queue-related operations include:

* CreateGameSessionQueue

* DescribeGameSessionQueues

* UpdateGameSessionQueue

* DeleteGameSessionQueue

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionQueueDestination

func (GameSessionQueueDestination) GoString

func (s GameSessionQueueDestination) GoString() string

GoString returns the string representation

func (*GameSessionQueueDestination) SetDestinationArn

func (s *GameSessionQueueDestination) SetDestinationArn(v string) *GameSessionQueueDestination

SetDestinationArn sets the DestinationArn field's value.

func (GameSessionQueueDestination) String

func (s GameSessionQueueDestination) String() string

String returns the string representation

func (*GameSessionQueueDestination) Validate

func (s *GameSessionQueueDestination) Validate() error

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

type GetGameSessionLogUrlInput

type GetGameSessionLogUrlInput struct {

    // Unique identifier for the game session to get logs for.
    //
    // GameSessionId is a required field
    GameSessionId *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrlInput

func (GetGameSessionLogUrlInput) GoString

func (s GetGameSessionLogUrlInput) GoString() string

GoString returns the string representation

func (*GetGameSessionLogUrlInput) SetGameSessionId

func (s *GetGameSessionLogUrlInput) SetGameSessionId(v string) *GetGameSessionLogUrlInput

SetGameSessionId sets the GameSessionId field's value.

func (GetGameSessionLogUrlInput) String

func (s GetGameSessionLogUrlInput) String() string

String returns the string representation

func (*GetGameSessionLogUrlInput) Validate

func (s *GetGameSessionLogUrlInput) Validate() error

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

type GetGameSessionLogUrlOutput

type GetGameSessionLogUrlOutput struct {

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

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrlOutput

func (GetGameSessionLogUrlOutput) GoString

func (s GetGameSessionLogUrlOutput) GoString() string

GoString returns the string representation

func (*GetGameSessionLogUrlOutput) SetPreSignedUrl

func (s *GetGameSessionLogUrlOutput) SetPreSignedUrl(v string) *GetGameSessionLogUrlOutput

SetPreSignedUrl sets the PreSignedUrl field's value.

func (GetGameSessionLogUrlOutput) String

func (s GetGameSessionLogUrlOutput) String() string

String returns the string representation

type GetInstanceAccessInput

type GetInstanceAccessInput struct {

    // Unique identifier for a fleet that contains the instance you want access
    // to. The fleet can be in any of the following statuses: ACTIVATING, ACTIVE,
    // or ERROR. Fleets with an ERROR status may be accessible for a short time
    // before they are deleted.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

    // Unique identifier for an instance you want to get access to. You can access
    // an instance in any status.
    //
    // InstanceId is a required field
    InstanceId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccessInput

func (GetInstanceAccessInput) GoString

func (s GetInstanceAccessInput) GoString() string

GoString returns the string representation

func (*GetInstanceAccessInput) SetFleetId

func (s *GetInstanceAccessInput) SetFleetId(v string) *GetInstanceAccessInput

SetFleetId sets the FleetId field's value.

func (*GetInstanceAccessInput) SetInstanceId

func (s *GetInstanceAccessInput) SetInstanceId(v string) *GetInstanceAccessInput

SetInstanceId sets the InstanceId field's value.

func (GetInstanceAccessInput) String

func (s GetInstanceAccessInput) String() string

String returns the string representation

func (*GetInstanceAccessInput) Validate

func (s *GetInstanceAccessInput) Validate() error

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

type GetInstanceAccessOutput

type GetInstanceAccessOutput struct {

    // Object that contains connection information for a fleet instance, including
    // IP address and access credentials.
    InstanceAccess *InstanceAccess `type:"structure"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccessOutput

func (GetInstanceAccessOutput) GoString

func (s GetInstanceAccessOutput) GoString() string

GoString returns the string representation

func (*GetInstanceAccessOutput) SetInstanceAccess

func (s *GetInstanceAccessOutput) SetInstanceAccess(v *InstanceAccess) *GetInstanceAccessOutput

SetInstanceAccess sets the InstanceAccess field's value.

func (GetInstanceAccessOutput) String

func (s GetInstanceAccessOutput) String() string

String returns the string representation

type Instance

type Instance struct {

    // Time stamp indicating when this data object was created. Format is a number
    // expressed in Unix time as milliseconds (for example "1469498468.057").
    CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"`

    // Unique identifier for a fleet that the instance is in.
    FleetId *string `type:"string"`

    // Unique identifier for an instance.
    InstanceId *string `type:"string"`

    // IP address assigned to the instance.
    IpAddress *string `type:"string"`

    // Operating system that is running on this instance.
    OperatingSystem *string `type:"string" enum:"OperatingSystem"`

    // Current status of the instance. Possible statuses include the following:
    //
    //    * PENDING -- The instance is in the process of being created and launching
    //    server processes as defined in the fleet's run-time configuration.
    //
    //    * ACTIVE -- The instance has been successfully created and at least one
    //    server process has successfully launched and reported back to Amazon GameLift
    //    that it is ready to host a game session. The instance is now considered
    //    ready to host game sessions.
    //
    //    * TERMINATING -- The instance is in the process of shutting down. This
    //    may happen to reduce capacity during a scaling down event or to recycle
    //    resources in the event of a problem.
    Status *string `type:"string" enum:"InstanceStatus"`

    // EC2 instance type that defines the computing resources of this instance.
    Type *string `type:"string" enum:"EC2InstanceType"`
    // contains filtered or unexported fields
}

Properties that describe an instance of a virtual computing resource that hosts one or more game servers. A fleet may contain zero or more instances. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Instance

func (Instance) GoString

func (s Instance) GoString() string

GoString returns the string representation

func (*Instance) SetCreationTime

func (s *Instance) SetCreationTime(v time.Time) *Instance

SetCreationTime sets the CreationTime field's value.

func (*Instance) SetFleetId

func (s *Instance) SetFleetId(v string) *Instance

SetFleetId sets the FleetId field's value.

func (*Instance) SetInstanceId

func (s *Instance) SetInstanceId(v string) *Instance

SetInstanceId sets the InstanceId field's value.

func (*Instance) SetIpAddress

func (s *Instance) SetIpAddress(v string) *Instance

SetIpAddress sets the IpAddress field's value.

func (*Instance) SetOperatingSystem

func (s *Instance) SetOperatingSystem(v string) *Instance

SetOperatingSystem sets the OperatingSystem field's value.

func (*Instance) SetStatus

func (s *Instance) SetStatus(v string) *Instance

SetStatus sets the Status field's value.

func (*Instance) SetType

func (s *Instance) SetType(v string) *Instance

SetType sets the Type field's value.

func (Instance) String

func (s Instance) String() string

String returns the string representation

type InstanceAccess

type InstanceAccess struct {

    // Credentials required to access the instance.
    Credentials *InstanceCredentials `type:"structure"`

    // Unique identifier for a fleet containing the instance being accessed.
    FleetId *string `type:"string"`

    // Unique identifier for an instance being accessed.
    InstanceId *string `type:"string"`

    // IP address assigned to the instance.
    IpAddress *string `type:"string"`

    // Operating system that is running on the instance.
    OperatingSystem *string `type:"string" enum:"OperatingSystem"`
    // contains filtered or unexported fields
}

Information required to remotely connect to a fleet instance. Access is requested by calling GetInstanceAccess. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/InstanceAccess

func (InstanceAccess) GoString

func (s InstanceAccess) GoString() string

GoString returns the string representation

func (*InstanceAccess) SetCredentials

func (s *InstanceAccess) SetCredentials(v *InstanceCredentials) *InstanceAccess

SetCredentials sets the Credentials field's value.

func (*InstanceAccess) SetFleetId

func (s *InstanceAccess) SetFleetId(v string) *InstanceAccess

SetFleetId sets the FleetId field's value.

func (*InstanceAccess) SetInstanceId

func (s *InstanceAccess) SetInstanceId(v string) *InstanceAccess

SetInstanceId sets the InstanceId field's value.

func (*InstanceAccess) SetIpAddress

func (s *InstanceAccess) SetIpAddress(v string) *InstanceAccess

SetIpAddress sets the IpAddress field's value.

func (*InstanceAccess) SetOperatingSystem

func (s *InstanceAccess) SetOperatingSystem(v string) *InstanceAccess

SetOperatingSystem sets the OperatingSystem field's value.

func (InstanceAccess) String

func (s InstanceAccess) String() string

String returns the string representation

type InstanceCredentials

type InstanceCredentials struct {

    // Secret string. For Windows instances, the secret is a password for use with
    // Windows Remote Desktop. For Linux instances, it is a private key (which must
    // be saved as a .pem file) for use with SSH.
    Secret *string `min:"1" type:"string"`

    // User login string.
    UserName *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Set of credentials required to remotely access a fleet instance. Access credentials are requested by calling GetInstanceAccess and returned in an InstanceAccess object. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/InstanceCredentials

func (InstanceCredentials) GoString

func (s InstanceCredentials) GoString() string

GoString returns the string representation

func (*InstanceCredentials) SetSecret

func (s *InstanceCredentials) SetSecret(v string) *InstanceCredentials

SetSecret sets the Secret field's value.

func (*InstanceCredentials) SetUserName

func (s *InstanceCredentials) SetUserName(v string) *InstanceCredentials

SetUserName sets the UserName field's value.

func (InstanceCredentials) String

func (s InstanceCredentials) String() string

String returns the string representation

type IpPermission

type IpPermission struct {

    // Starting value for a range of allowed port numbers.
    //
    // FromPort is a required field
    FromPort *int64 `min:"1" type:"integer" required:"true"`

    // Range of allowed IP addresses. This value must be expressed in CIDR notation.
    // Example: "000.000.000.000/[subnet mask]" or optionally the shortened version
    // "0.0.0.0/[subnet mask]".
    //
    // IpRange is a required field
    IpRange *string `type:"string" required:"true"`

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

    // Ending value for a range of allowed port numbers. Port numbers are end-inclusive.
    // This value must be higher than FromPort.
    //
    // ToPort is a required field
    ToPort *int64 `min:"1" type:"integer" required:"true"`
    // contains filtered or unexported fields
}

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on Amazon GameLift. Each game session hosted on a fleet is assigned a unique combination of IP address and port number, which must fall into the fleet's allowed ranges. This combination is included in the GameSession object. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/IpPermission

func (IpPermission) GoString

func (s IpPermission) GoString() string

GoString returns the string representation

func (*IpPermission) SetFromPort

func (s *IpPermission) SetFromPort(v int64) *IpPermission

SetFromPort sets the FromPort field's value.

func (*IpPermission) SetIpRange

func (s *IpPermission) SetIpRange(v string) *IpPermission

SetIpRange sets the IpRange field's value.

func (*IpPermission) SetProtocol

func (s *IpPermission) SetProtocol(v string) *IpPermission

SetProtocol sets the Protocol field's value.

func (*IpPermission) SetToPort

func (s *IpPermission) SetToPort(v int64) *IpPermission

SetToPort sets the ToPort field's value.

func (IpPermission) String

func (s IpPermission) String() string

String returns the string representation

func (*IpPermission) Validate

func (s *IpPermission) Validate() error

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

type ListAliasesInput

type ListAliasesInput struct {

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

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

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

    // Type of routing to filter results on. Use this parameter to retrieve only
    // aliases of a certain type. To retrieve all aliases, leave this parameter
    // empty.
    //
    // Possible routing types include the following:
    //
    //    * SIMPLE -- The alias resolves to one specific fleet. Use this type when
    //    routing to active fleets.
    //
    //    * TERMINAL -- The alias does not resolve to a fleet but instead can be
    //    used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException
    //    with the RoutingStrategy message embedded.
    RoutingStrategyType *string `type:"string" enum:"RoutingStrategyType"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliasesInput

func (ListAliasesInput) GoString

func (s ListAliasesInput) GoString() string

GoString returns the string representation

func (*ListAliasesInput) SetLimit

func (s *ListAliasesInput) SetLimit(v int64) *ListAliasesInput

SetLimit sets the Limit field's value.

func (*ListAliasesInput) SetName

func (s *ListAliasesInput) SetName(v string) *ListAliasesInput

SetName sets the Name field's value.

func (*ListAliasesInput) SetNextToken

func (s *ListAliasesInput) SetNextToken(v string) *ListAliasesInput

SetNextToken sets the NextToken field's value.

func (*ListAliasesInput) SetRoutingStrategyType

func (s *ListAliasesInput) SetRoutingStrategyType(v string) *ListAliasesInput

SetRoutingStrategyType sets the RoutingStrategyType field's value.

func (ListAliasesInput) String

func (s ListAliasesInput) String() string

String returns the string representation

func (*ListAliasesInput) Validate

func (s *ListAliasesInput) Validate() error

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

type ListAliasesOutput

type ListAliasesOutput struct {

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

    // Token that indicates where to resume retrieving results on the next call
    // to this action. If no token is returned, these results represent the end
    // of the list.
    NextToken *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliasesOutput

func (ListAliasesOutput) GoString

func (s ListAliasesOutput) GoString() string

GoString returns the string representation

func (*ListAliasesOutput) SetAliases

func (s *ListAliasesOutput) SetAliases(v []*Alias) *ListAliasesOutput

SetAliases sets the Aliases field's value.

func (*ListAliasesOutput) SetNextToken

func (s *ListAliasesOutput) SetNextToken(v string) *ListAliasesOutput

SetNextToken sets the NextToken field's value.

func (ListAliasesOutput) String

func (s ListAliasesOutput) String() string

String returns the string representation

type ListBuildsInput

type ListBuildsInput struct {

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

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

    // Build status to filter results by. To retrieve all builds, leave this parameter
    // empty.
    //
    // Possible build statuses include the following:
    //
    //    * INITIALIZED -- A new build has been defined, but no files have been
    //    uploaded. You cannot create fleets for builds that are in this status.
    //    When a build is successfully created, the build status is set to this
    //    value.
    //
    //    * READY -- The game build has been successfully uploaded. You can now
    //    create new fleets for this build.
    //
    //    * FAILED -- The game build upload failed. You cannot create new fleets
    //    for this build.
    Status *string `type:"string" enum:"BuildStatus"`
    // contains filtered or unexported fields
}

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuildsInput

func (ListBuildsInput) GoString

func (s ListBuildsInput) GoString() string

GoString returns the string representation

func (*ListBuildsInput) SetLimit

func (s *ListBuildsInput) SetLimit(v int64) *ListBuildsInput

SetLimit sets the Limit field's value.

func (*ListBuildsInput) SetNextToken

func (s *ListBuildsInput) SetNextToken(v string) *ListBuildsInput

SetNextToken sets the NextToken field's value.

func (*ListBuildsInput) SetStatus

func (s *ListBuildsInput) SetStatus(v string) *ListBuildsInput

SetStatus sets the Status field's value.

func (ListBuildsInput) String

func (s ListBuildsInput) String() string

String returns the string representation

func (*ListBuildsInput) Validate

func (s *ListBuildsInput) Validate() error

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

type ListBuildsOutput

type ListBuildsOutput struct {

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

    // Token that indicates where to resume retrieving results on the next call
    // to this action. If no token is returned, these results represent the end
    // of the list.
    NextToken *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuildsOutput

func (ListBuildsOutput) GoString

func (s ListBuildsOutput) GoString() string

GoString returns the string representation

func (*ListBuildsOutput) SetBuilds

func (s *ListBuildsOutput) SetBuilds(v []*Build) *ListBuildsOutput

SetBuilds sets the Builds field's value.

func (*ListBuildsOutput) SetNextToken

func (s *ListBuildsOutput) SetNextToken(v string) *ListBuildsOutput

SetNextToken sets the NextToken field's value.

func (ListBuildsOutput) String

func (s ListBuildsOutput) String() string

String returns the string representation

type ListFleetsInput

type ListFleetsInput struct {

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

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

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

Represents the input for a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleetsInput

func (ListFleetsInput) GoString

func (s ListFleetsInput) GoString() string

GoString returns the string representation

func (*ListFleetsInput) SetBuildId

func (s *ListFleetsInput) SetBuildId(v string) *ListFleetsInput

SetBuildId sets the BuildId field's value.

func (*ListFleetsInput) SetLimit

func (s *ListFleetsInput) SetLimit(v int64) *ListFleetsInput

SetLimit sets the Limit field's value.

func (*ListFleetsInput) SetNextToken

func (s *ListFleetsInput) SetNextToken(v string) *ListFleetsInput

SetNextToken sets the NextToken field's value.

func (ListFleetsInput) String

func (s ListFleetsInput) String() string

String returns the string representation

func (*ListFleetsInput) Validate

func (s *ListFleetsInput) Validate() error

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

type ListFleetsOutput

type ListFleetsOutput struct {

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

    // Token that indicates where to resume retrieving results on the next call
    // to this action. If no token is returned, these results represent the end
    // of the list.
    NextToken *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request action. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleetsOutput

func (ListFleetsOutput) GoString

func (s ListFleetsOutput) GoString() string

GoString returns the string representation

func (*ListFleetsOutput) SetFleetIds

func (s *ListFleetsOutput) SetFleetIds(v []*string) *ListFleetsOutput

SetFleetIds sets the FleetIds field's value.

func (*ListFleetsOutput) SetNextToken

func (s *ListFleetsOutput) SetNextToken(v string) *ListFleetsOutput

SetNextToken sets the NextToken field's value.

func (ListFleetsOutput) String

func (s ListFleetsOutput) String() string

String returns the string representation

type MatchedPlayerSession

type MatchedPlayerSession struct {

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

    // Unique identifier for a player session
    PlayerSessionId *string `type:"string"`
    // contains filtered or unexported fields
}

Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request.

When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot. See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchedPlayerSession

func (MatchedPlayerSession) GoString

func (s MatchedPlayerSession) GoString() string

GoString returns the string representation

func (*MatchedPlayerSession) SetPlayerId

func (s *MatchedPlayerSession) SetPlayerId(v string) *MatchedPlayerSession

SetPlayerId sets the PlayerId field's value.

func (*MatchedPlayerSession) SetPlayerSessionId