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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.

GameLift provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for deploying, operating, and scaling game servers. Built on AWS global computing infrastructure, GameLift helps you deliver high-performance, high-reliability, low-cost game servers while dynamically scaling your resource usage to meet player demand.

About GameLift solutions

Get more information on these GameLift solutions in the GameLift Developer Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/).

* GameLift managed hosting -- GameLift offers a fully managed service
to set up and maintain computing machines for hosting, manage game session
and player session life cycle, and handle security, storage, and performance
tracking. You can use automatic scaling tools to balance player demand
and hosting costs, configure your game session management to minimize
player latency, and add FlexMatch for matchmaking.

* Managed hosting with Realtime Servers -- With GameLift Realtime Servers,
you can quickly configure and set up ready-to-go game servers for your
game. Realtime Servers provides a game server framework with core GameLift
infrastructure already built in. Then use the full range of GameLift managed
hosting features, including FlexMatch, for your game.

* GameLift FleetIQ -- Use GameLift FleetIQ as a standalone service while
hosting your games using EC2 instances and Auto Scaling groups. GameLift
FleetIQ provides optimizations for game hosting, including boosting the
viability of low-cost Spot Instances gaming. For a complete solution,
pair the GameLift FleetIQ and FlexMatch standalone services.

* GameLift FlexMatch -- Add matchmaking to your game hosting solution.
FlexMatch is a customizable matchmaking service for multiplayer games.
Use FlexMatch as integrated with GameLift managed hosting or incorporate
FlexMatch as a standalone service into your own hosting solution.

About this API Reference

This reference guide describes the low-level service API for Amazon GameLift. With each topic in this guide, you can find links to language-specific SDK guides and the AWS CLI reference. Useful links:

* GameLift API operations listed by tasks (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html)

* GameLift tools and resources (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-components.html)

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 ▾

AcceptMatch
ClaimGameServer
CreateAlias
CreateBuild
CreateFleet
CreateFleetLocations
CreateGameServerGroup
CreateGameSession
CreateGameSessionQueue
CreateMatchmakingConfiguration
CreateMatchmakingRuleSet
CreatePlayerSession
CreatePlayerSessions
CreateScript
CreateVpcPeeringAuthorization
CreateVpcPeeringConnection
DeleteAlias
DeleteBuild
DeleteFleet
DeleteFleetLocations
DeleteGameServerGroup
DeleteGameSessionQueue
DeleteMatchmakingConfiguration
DeleteMatchmakingRuleSet
DeleteScalingPolicy
DeleteScript
DeleteVpcPeeringAuthorization
DeleteVpcPeeringConnection
DeregisterGameServer
DescribeAlias
DescribeBuild
DescribeEC2InstanceLimits
DescribeFleetAttributes ( Paginator )
DescribeFleetCapacity ( Paginator )
DescribeFleetEvents ( Paginator )
DescribeFleetLocationAttributes ( Paginator )
DescribeFleetLocationCapacity
DescribeFleetLocationUtilization
DescribeFleetPortSettings
DescribeFleetUtilization ( Paginator )
DescribeGameServer
DescribeGameServerGroup
DescribeGameServerInstances ( Paginator )
DescribeGameSessionDetails ( Paginator )
DescribeGameSessionPlacement
DescribeGameSessionQueues ( Paginator )
DescribeGameSessions ( Paginator )
DescribeInstances ( Paginator )
DescribeMatchmaking
DescribeMatchmakingConfigurations ( Paginator )
DescribeMatchmakingRuleSets ( Paginator )
DescribePlayerSessions ( Paginator )
DescribeRuntimeConfiguration
DescribeScalingPolicies ( Paginator )
DescribeScript
DescribeVpcPeeringAuthorizations
DescribeVpcPeeringConnections
GetGameSessionLogUrl
GetInstanceAccess
ListAliases ( Paginator )
ListBuilds ( Paginator )
ListFleets ( Paginator )
ListGameServerGroups ( Paginator )
ListGameServers ( Paginator )
ListScripts ( Paginator )
ListTagsForResource
PutScalingPolicy
RegisterGameServer
RequestUploadCredentials
ResolveAlias
ResumeGameServerGroup
SearchGameSessions ( Paginator )
StartFleetActions
StartGameSessionPlacement
StartMatchBackfill
StartMatchmaking
StopFleetActions
StopGameSessionPlacement
StopMatchmaking
SuspendGameServerGroup
TagResource
UntagResource
UpdateAlias
UpdateBuild
UpdateFleetAttributes
UpdateFleetCapacity
UpdateFleetPortSettings
UpdateGameServer
UpdateGameServerGroup
UpdateGameSession
UpdateGameSessionQueue
UpdateMatchmakingConfiguration
UpdateRuntimeConfiguration
UpdateScript
ValidateMatchmakingRuleSet

Types ▾

type GameLift
func New(p client.ConfigProvider, cfgs ...*aws.Config) *GameLift
func (c *GameLift) AcceptMatch(input *AcceptMatchInput) (*AcceptMatchOutput, error)
func (c *GameLift) AcceptMatchRequest(input *AcceptMatchInput) (req *request.Request, output *AcceptMatchOutput)
func (c *GameLift) AcceptMatchWithContext(ctx aws.Context, input *AcceptMatchInput, opts ...request.Option) (*AcceptMatchOutput, error)
func (c *GameLift) ClaimGameServer(input *ClaimGameServerInput) (*ClaimGameServerOutput, error)
func (c *GameLift) ClaimGameServerRequest(input *ClaimGameServerInput) (req *request.Request, output *ClaimGameServerOutput)
func (c *GameLift) ClaimGameServerWithContext(ctx aws.Context, input *ClaimGameServerInput, opts ...request.Option) (*ClaimGameServerOutput, error)
func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error)
func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput)
func (c *GameLift) CreateAliasWithContext(ctx aws.Context, input *CreateAliasInput, opts ...request.Option) (*CreateAliasOutput, error)
func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error)
func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput)
func (c *GameLift) CreateBuildWithContext(ctx aws.Context, input *CreateBuildInput, opts ...request.Option) (*CreateBuildOutput, error)
func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error)
func (c *GameLift) CreateFleetLocations(input *CreateFleetLocationsInput) (*CreateFleetLocationsOutput, error)
func (c *GameLift) CreateFleetLocationsRequest(input *CreateFleetLocationsInput) (req *request.Request, output *CreateFleetLocationsOutput)
func (c *GameLift) CreateFleetLocationsWithContext(ctx aws.Context, input *CreateFleetLocationsInput, opts ...request.Option) (*CreateFleetLocationsOutput, error)
func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput)
func (c *GameLift) CreateFleetWithContext(ctx aws.Context, input *CreateFleetInput, opts ...request.Option) (*CreateFleetOutput, error)
func (c *GameLift) CreateGameServerGroup(input *CreateGameServerGroupInput) (*CreateGameServerGroupOutput, error)
func (c *GameLift) CreateGameServerGroupRequest(input *CreateGameServerGroupInput) (req *request.Request, output *CreateGameServerGroupOutput)
func (c *GameLift) CreateGameServerGroupWithContext(ctx aws.Context, input *CreateGameServerGroupInput, opts ...request.Option) (*CreateGameServerGroupOutput, error)
func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error)
func (c *GameLift) CreateGameSessionQueue(input *CreateGameSessionQueueInput) (*CreateGameSessionQueueOutput, error)
func (c *GameLift) CreateGameSessionQueueRequest(input *CreateGameSessionQueueInput) (req *request.Request, output *CreateGameSessionQueueOutput)
func (c *GameLift) CreateGameSessionQueueWithContext(ctx aws.Context, input *CreateGameSessionQueueInput, opts ...request.Option) (*CreateGameSessionQueueOutput, error)
func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput)
func (c *GameLift) CreateGameSessionWithContext(ctx aws.Context, input *CreateGameSessionInput, opts ...request.Option) (*CreateGameSessionOutput, error)
func (c *GameLift) CreateMatchmakingConfiguration(input *CreateMatchmakingConfigurationInput) (*CreateMatchmakingConfigurationOutput, error)
func (c *GameLift) CreateMatchmakingConfigurationRequest(input *CreateMatchmakingConfigurationInput) (req *request.Request, output *CreateMatchmakingConfigurationOutput)
func (c *GameLift) CreateMatchmakingConfigurationWithContext(ctx aws.Context, input *CreateMatchmakingConfigurationInput, opts ...request.Option) (*CreateMatchmakingConfigurationOutput, error)
func (c *GameLift) CreateMatchmakingRuleSet(input *CreateMatchmakingRuleSetInput) (*CreateMatchmakingRuleSetOutput, error)
func (c *GameLift) CreateMatchmakingRuleSetRequest(input *CreateMatchmakingRuleSetInput) (req *request.Request, output *CreateMatchmakingRuleSetOutput)
func (c *GameLift) CreateMatchmakingRuleSetWithContext(ctx aws.Context, input *CreateMatchmakingRuleSetInput, opts ...request.Option) (*CreateMatchmakingRuleSetOutput, error)
func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error)
func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput)
func (c *GameLift) CreatePlayerSessionWithContext(ctx aws.Context, input *CreatePlayerSessionInput, opts ...request.Option) (*CreatePlayerSessionOutput, error)
func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error)
func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput)
func (c *GameLift) CreatePlayerSessionsWithContext(ctx aws.Context, input *CreatePlayerSessionsInput, opts ...request.Option) (*CreatePlayerSessionsOutput, error)
func (c *GameLift) CreateScript(input *CreateScriptInput) (*CreateScriptOutput, error)
func (c *GameLift) CreateScriptRequest(input *CreateScriptInput) (req *request.Request, output *CreateScriptOutput)
func (c *GameLift) CreateScriptWithContext(ctx aws.Context, input *CreateScriptInput, opts ...request.Option) (*CreateScriptOutput, error)
func (c *GameLift) CreateVpcPeeringAuthorization(input *CreateVpcPeeringAuthorizationInput) (*CreateVpcPeeringAuthorizationOutput, error)
func (c *GameLift) CreateVpcPeeringAuthorizationRequest(input *CreateVpcPeeringAuthorizationInput) (req *request.Request, output *CreateVpcPeeringAuthorizationOutput)
func (c *GameLift) CreateVpcPeeringAuthorizationWithContext(ctx aws.Context, input *CreateVpcPeeringAuthorizationInput, opts ...request.Option) (*CreateVpcPeeringAuthorizationOutput, error)
func (c *GameLift) CreateVpcPeeringConnection(input *CreateVpcPeeringConnectionInput) (*CreateVpcPeeringConnectionOutput, error)
func (c *GameLift) CreateVpcPeeringConnectionRequest(input *CreateVpcPeeringConnectionInput) (req *request.Request, output *CreateVpcPeeringConnectionOutput)
func (c *GameLift) CreateVpcPeeringConnectionWithContext(ctx aws.Context, input *CreateVpcPeeringConnectionInput, opts ...request.Option) (*CreateVpcPeeringConnectionOutput, error)
func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error)
func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput)
func (c *GameLift) DeleteAliasWithContext(ctx aws.Context, input *DeleteAliasInput, opts ...request.Option) (*DeleteAliasOutput, error)
func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error)
func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Request, output *DeleteBuildOutput)
func (c *GameLift) DeleteBuildWithContext(ctx aws.Context, input *DeleteBuildInput, opts ...request.Option) (*DeleteBuildOutput, error)
func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error)
func (c *GameLift) DeleteFleetLocations(input *DeleteFleetLocationsInput) (*DeleteFleetLocationsOutput, error)
func (c *GameLift) DeleteFleetLocationsRequest(input *DeleteFleetLocationsInput) (req *request.Request, output *DeleteFleetLocationsOutput)
func (c *GameLift) DeleteFleetLocationsWithContext(ctx aws.Context, input *DeleteFleetLocationsInput, opts ...request.Option) (*DeleteFleetLocationsOutput, error)
func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Request, output *DeleteFleetOutput)
func (c *GameLift) DeleteFleetWithContext(ctx aws.Context, input *DeleteFleetInput, opts ...request.Option) (*DeleteFleetOutput, error)
func (c *GameLift) DeleteGameServerGroup(input *DeleteGameServerGroupInput) (*DeleteGameServerGroupOutput, error)
func (c *GameLift) DeleteGameServerGroupRequest(input *DeleteGameServerGroupInput) (req *request.Request, output *DeleteGameServerGroupOutput)
func (c *GameLift) DeleteGameServerGroupWithContext(ctx aws.Context, input *DeleteGameServerGroupInput, opts ...request.Option) (*DeleteGameServerGroupOutput, error)
func (c *GameLift) DeleteGameSessionQueue(input *DeleteGameSessionQueueInput) (*DeleteGameSessionQueueOutput, error)
func (c *GameLift) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueInput) (req *request.Request, output *DeleteGameSessionQueueOutput)
func (c *GameLift) DeleteGameSessionQueueWithContext(ctx aws.Context, input *DeleteGameSessionQueueInput, opts ...request.Option) (*DeleteGameSessionQueueOutput, error)
func (c *GameLift) DeleteMatchmakingConfiguration(input *DeleteMatchmakingConfigurationInput) (*DeleteMatchmakingConfigurationOutput, error)
func (c *GameLift) DeleteMatchmakingConfigurationRequest(input *DeleteMatchmakingConfigurationInput) (req *request.Request, output *DeleteMatchmakingConfigurationOutput)
func (c *GameLift) DeleteMatchmakingConfigurationWithContext(ctx aws.Context, input *DeleteMatchmakingConfigurationInput, opts ...request.Option) (*DeleteMatchmakingConfigurationOutput, error)
func (c *GameLift) DeleteMatchmakingRuleSet(input *DeleteMatchmakingRuleSetInput) (*DeleteMatchmakingRuleSetOutput, error)
func (c *GameLift) DeleteMatchmakingRuleSetRequest(input *DeleteMatchmakingRuleSetInput) (req *request.Request, output *DeleteMatchmakingRuleSetOutput)
func (c *GameLift) DeleteMatchmakingRuleSetWithContext(ctx aws.Context, input *DeleteMatchmakingRuleSetInput, opts ...request.Option) (*DeleteMatchmakingRuleSetOutput, error)
func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error)
func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput)
func (c *GameLift) DeleteScalingPolicyWithContext(ctx aws.Context, input *DeleteScalingPolicyInput, opts ...request.Option) (*DeleteScalingPolicyOutput, error)
func (c *GameLift) DeleteScript(input *DeleteScriptInput) (*DeleteScriptOutput, error)
func (c *GameLift) DeleteScriptRequest(input *DeleteScriptInput) (req *request.Request, output *DeleteScriptOutput)
func (c *GameLift) DeleteScriptWithContext(ctx aws.Context, input *DeleteScriptInput, opts ...request.Option) (*DeleteScriptOutput, error)
func (c *GameLift) DeleteVpcPeeringAuthorization(input *DeleteVpcPeeringAuthorizationInput) (*DeleteVpcPeeringAuthorizationOutput, error)
func (c *GameLift) DeleteVpcPeeringAuthorizationRequest(input *DeleteVpcPeeringAuthorizationInput) (req *request.Request, output *DeleteVpcPeeringAuthorizationOutput)
func (c *GameLift) DeleteVpcPeeringAuthorizationWithContext(ctx aws.Context, input *DeleteVpcPeeringAuthorizationInput, opts ...request.Option) (*DeleteVpcPeeringAuthorizationOutput, error)
func (c *GameLift) DeleteVpcPeeringConnection(input *DeleteVpcPeeringConnectionInput) (*DeleteVpcPeeringConnectionOutput, error)
func (c *GameLift) DeleteVpcPeeringConnectionRequest(input *DeleteVpcPeeringConnectionInput) (req *request.Request, output *DeleteVpcPeeringConnectionOutput)
func (c *GameLift) DeleteVpcPeeringConnectionWithContext(ctx aws.Context, input *DeleteVpcPeeringConnectionInput, opts ...request.Option) (*DeleteVpcPeeringConnectionOutput, error)
func (c *GameLift) DeregisterGameServer(input *DeregisterGameServerInput) (*DeregisterGameServerOutput, error)
func (c *GameLift) DeregisterGameServerRequest(input *DeregisterGameServerInput) (req *request.Request, output *DeregisterGameServerOutput)
func (c *GameLift) DeregisterGameServerWithContext(ctx aws.Context, input *DeregisterGameServerInput, opts ...request.Option) (*DeregisterGameServerOutput, error)
func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error)
func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request.Request, output *DescribeAliasOutput)
func (c *GameLift) DescribeAliasWithContext(ctx aws.Context, input *DescribeAliasInput, opts ...request.Option) (*DescribeAliasOutput, error)
func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error)
func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request.Request, output *DescribeBuildOutput)
func (c *GameLift) DescribeBuildWithContext(ctx aws.Context, input *DescribeBuildInput, opts ...request.Option) (*DescribeBuildOutput, error)
func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error)
func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) (req *request.Request, output *DescribeEC2InstanceLimitsOutput)
func (c *GameLift) DescribeEC2InstanceLimitsWithContext(ctx aws.Context, input *DescribeEC2InstanceLimitsInput, opts ...request.Option) (*DescribeEC2InstanceLimitsOutput, error)
func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error)
func (c *GameLift) DescribeFleetAttributesPages(input *DescribeFleetAttributesInput, fn func(*DescribeFleetAttributesOutput, bool) bool) error
func (c *GameLift) DescribeFleetAttributesPagesWithContext(ctx aws.Context, input *DescribeFleetAttributesInput, fn func(*DescribeFleetAttributesOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) (req *request.Request, output *DescribeFleetAttributesOutput)
func (c *GameLift) DescribeFleetAttributesWithContext(ctx aws.Context, input *DescribeFleetAttributesInput, opts ...request.Option) (*DescribeFleetAttributesOutput, error)
func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error)
func (c *GameLift) DescribeFleetCapacityPages(input *DescribeFleetCapacityInput, fn func(*DescribeFleetCapacityOutput, bool) bool) error
func (c *GameLift) DescribeFleetCapacityPagesWithContext(ctx aws.Context, input *DescribeFleetCapacityInput, fn func(*DescribeFleetCapacityOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) (req *request.Request, output *DescribeFleetCapacityOutput)
func (c *GameLift) DescribeFleetCapacityWithContext(ctx aws.Context, input *DescribeFleetCapacityInput, opts ...request.Option) (*DescribeFleetCapacityOutput, error)
func (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error)
func (c *GameLift) DescribeFleetEventsPages(input *DescribeFleetEventsInput, fn func(*DescribeFleetEventsOutput, bool) bool) error
func (c *GameLift) DescribeFleetEventsPagesWithContext(ctx aws.Context, input *DescribeFleetEventsInput, fn func(*DescribeFleetEventsOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) (req *request.Request, output *DescribeFleetEventsOutput)
func (c *GameLift) DescribeFleetEventsWithContext(ctx aws.Context, input *DescribeFleetEventsInput, opts ...request.Option) (*DescribeFleetEventsOutput, error)
func (c *GameLift) DescribeFleetLocationAttributes(input *DescribeFleetLocationAttributesInput) (*DescribeFleetLocationAttributesOutput, error)
func (c *GameLift) DescribeFleetLocationAttributesPages(input *DescribeFleetLocationAttributesInput, fn func(*DescribeFleetLocationAttributesOutput, bool) bool) error
func (c *GameLift) DescribeFleetLocationAttributesPagesWithContext(ctx aws.Context, input *DescribeFleetLocationAttributesInput, fn func(*DescribeFleetLocationAttributesOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) DescribeFleetLocationAttributesRequest(input *DescribeFleetLocationAttributesInput) (req *request.Request, output *DescribeFleetLocationAttributesOutput)
func (c *GameLift) DescribeFleetLocationAttributesWithContext(ctx aws.Context, input *DescribeFleetLocationAttributesInput, opts ...request.Option) (*DescribeFleetLocationAttributesOutput, error)
func (c *GameLift) DescribeFleetLocationCapacity(input *DescribeFleetLocationCapacityInput) (*DescribeFleetLocationCapacityOutput, error)
func (c *GameLift) DescribeFleetLocationCapacityRequest(input *DescribeFleetLocationCapacityInput) (req *request.Request, output *DescribeFleetLocationCapacityOutput)
func (c *GameLift) DescribeFleetLocationCapacityWithContext(ctx aws.Context, input *DescribeFleetLocationCapacityInput, opts ...request.Option) (*DescribeFleetLocationCapacityOutput, error)
func (c *GameLift) DescribeFleetLocationUtilization(input *DescribeFleetLocationUtilizationInput) (*DescribeFleetLocationUtilizationOutput, error)
func (c *GameLift) DescribeFleetLocationUtilizationRequest(input *DescribeFleetLocationUtilizationInput) (req *request.Request, output *DescribeFleetLocationUtilizationOutput)
func (c *GameLift) DescribeFleetLocationUtilizationWithContext(ctx aws.Context, input *DescribeFleetLocationUtilizationInput, opts ...request.Option) (*DescribeFleetLocationUtilizationOutput, error)
func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error)
func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput)
func (c *GameLift) DescribeFleetPortSettingsWithContext(ctx aws.Context, input *DescribeFleetPortSettingsInput, opts ...request.Option) (*DescribeFleetPortSettingsOutput, error)
func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error)
func (c *GameLift) DescribeFleetUtilizationPages(input *DescribeFleetUtilizationInput, fn func(*DescribeFleetUtilizationOutput, bool) bool) error
func (c *GameLift) DescribeFleetUtilizationPagesWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, fn func(*DescribeFleetUtilizationOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput)
func (c *GameLift) DescribeFleetUtilizationWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, opts ...request.Option) (*DescribeFleetUtilizationOutput, error)
func (c *GameLift) DescribeGameServer(input *DescribeGameServerInput) (*DescribeGameServerOutput, error)
func (c *GameLift) DescribeGameServerGroup(input *DescribeGameServerGroupInput) (*DescribeGameServerGroupOutput, error)
func (c *GameLift) DescribeGameServerGroupRequest(input *DescribeGameServerGroupInput) (req *request.Request, output *DescribeGameServerGroupOutput)
func (c *GameLift) DescribeGameServerGroupWithContext(ctx aws.Context, input *DescribeGameServerGroupInput, opts ...request.Option) (*DescribeGameServerGroupOutput, error)
func (c *GameLift) DescribeGameServerInstances(input *DescribeGameServerInstancesInput) (*DescribeGameServerInstancesOutput, error)
func (c *GameLift) DescribeGameServerInstancesPages(input *DescribeGameServerInstancesInput, fn func(*DescribeGameServerInstancesOutput, bool) bool) error
func (c *GameLift) DescribeGameServerInstancesPagesWithContext(ctx aws.Context, input *DescribeGameServerInstancesInput, fn func(*DescribeGameServerInstancesOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) DescribeGameServerInstancesRequest(input *DescribeGameServerInstancesInput) (req *request.Request, output *DescribeGameServerInstancesOutput)
func (c *GameLift) DescribeGameServerInstancesWithContext(ctx aws.Context, input *DescribeGameServerInstancesInput, opts ...request.Option) (*DescribeGameServerInstancesOutput, error)
func (c *GameLift) DescribeGameServerRequest(input *DescribeGameServerInput) (req *request.Request, output *DescribeGameServerOutput)
func (c *GameLift) DescribeGameServerWithContext(ctx aws.Context, input *DescribeGameServerInput, opts ...request.Option) (*DescribeGameServerOutput, error)
func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error)
func (c *GameLift) DescribeGameSessionDetailsPages(input *DescribeGameSessionDetailsInput, fn func(*DescribeGameSessionDetailsOutput, bool) bool) error
func (c *GameLift) DescribeGameSessionDetailsPagesWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, fn func(*DescribeGameSessionDetailsOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput)
func (c *GameLift) DescribeGameSessionDetailsWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, opts ...request.Option) (*DescribeGameSessionDetailsOutput, error)
func (c *GameLift) DescribeGameSessionPlacement(input *DescribeGameSessionPlacementInput) (*DescribeGameSessionPlacementOutput, error)
func (c *GameLift) DescribeGameSessionPlacementRequest(input *DescribeGameSessionPlacementInput) (req *request.Request, output *DescribeGameSessionPlacementOutput)
func (c *GameLift) DescribeGameSessionPlacementWithContext(ctx aws.Context, input *DescribeGameSessionPlacementInput, opts ...request.Option) (*DescribeGameSessionPlacementOutput, error)
func (c *GameLift) DescribeGameSessionQueues(input *DescribeGameSessionQueuesInput) (*DescribeGameSessionQueuesOutput, error)
func (c *GameLift) DescribeGameSessionQueuesPages(input *DescribeGameSessionQueuesInput, fn func(*DescribeGameSessionQueuesOutput, bool) bool) error
func (c *GameLift) DescribeGameSessionQueuesPagesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, fn func(*DescribeGameSessionQueuesOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQueuesInput) (req *request.Request, output *DescribeGameSessionQueuesOutput)
func (c *GameLift) DescribeGameSessionQueuesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, opts ...request.Option) (*DescribeGameSessionQueuesOutput, error)
func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error)
func (c *GameLift) DescribeGameSessionsPages(input *DescribeGameSessionsInput, fn func(*DescribeGameSessionsOutput, bool) bool) error
func (c *GameLift) DescribeGameSessionsPagesWithContext(ctx aws.Context, input *DescribeGameSessionsInput, fn func(*DescribeGameSessionsOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput)
func (c *GameLift) DescribeGameSessionsWithContext(ctx aws.Context, input *DescribeGameSessionsInput, opts ...request.Option) (*DescribeGameSessionsOutput, error)
func (c *GameLift) DescribeInstances(input *DescribeInstancesInput) (*DescribeInstancesOutput, error)
func (c *GameLift) DescribeInstancesPages(input *DescribeInstancesInput, fn func(*DescribeInstancesOutput, bool) bool) error
func (c *GameLift) DescribeInstancesPagesWithContext(ctx aws.Context, input *DescribeInstancesInput, fn func(*DescribeInstancesOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) DescribeInstancesRequest(input *DescribeInstancesInput) (req *request.Request, output *DescribeInstancesOutput)
func (c *GameLift) DescribeInstancesWithContext(ctx aws.Context, input *DescribeInstancesInput, opts ...request.Option) (*DescribeInstancesOutput, error)
func (c *GameLift) DescribeMatchmaking(input *DescribeMatchmakingInput) (*DescribeMatchmakingOutput, error)
func (c *GameLift) DescribeMatchmakingConfigurations(input *DescribeMatchmakingConfigurationsInput) (*DescribeMatchmakingConfigurationsOutput, error)
func (c *GameLift) DescribeMatchmakingConfigurationsPages(input *DescribeMatchmakingConfigurationsInput, fn func(*DescribeMatchmakingConfigurationsOutput, bool) bool) error
func (c *GameLift) DescribeMatchmakingConfigurationsPagesWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, fn func(*DescribeMatchmakingConfigurationsOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) DescribeMatchmakingConfigurationsRequest(input *DescribeMatchmakingConfigurationsInput) (req *request.Request, output *DescribeMatchmakingConfigurationsOutput)
func (c *GameLift) DescribeMatchmakingConfigurationsWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, opts ...request.Option) (*DescribeMatchmakingConfigurationsOutput, error)
func (c *GameLift) DescribeMatchmakingRequest(input *DescribeMatchmakingInput) (req *request.Request, output *DescribeMatchmakingOutput)
func (c *GameLift) DescribeMatchmakingRuleSets(input *DescribeMatchmakingRuleSetsInput) (*DescribeMatchmakingRuleSetsOutput, error)
func (c *GameLift) DescribeMatchmakingRuleSetsPages(input *DescribeMatchmakingRuleSetsInput, fn func(*DescribeMatchmakingRuleSetsOutput, bool) bool) error
func (c *GameLift) DescribeMatchmakingRuleSetsPagesWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, fn func(*DescribeMatchmakingRuleSetsOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmakingRuleSetsInput) (req *request.Request, output *DescribeMatchmakingRuleSetsOutput)
func (c *GameLift) DescribeMatchmakingRuleSetsWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, opts ...request.Option) (*DescribeMatchmakingRuleSetsOutput, error)
func (c *GameLift) DescribeMatchmakingWithContext(ctx aws.Context, input *DescribeMatchmakingInput, opts ...request.Option) (*DescribeMatchmakingOutput, error)
func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error)
func (c *GameLift) DescribePlayerSessionsPages(input *DescribePlayerSessionsInput, fn func(*DescribePlayerSessionsOutput, bool) bool) error
func (c *GameLift) DescribePlayerSessionsPagesWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, fn func(*DescribePlayerSessionsOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput)
func (c *GameLift) DescribePlayerSessionsWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, opts ...request.Option) (*DescribePlayerSessionsOutput, error)
func (c *GameLift) DescribeRuntimeConfiguration(input *DescribeRuntimeConfigurationInput) (*DescribeRuntimeConfigurationOutput, error)
func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput)
func (c *GameLift) DescribeRuntimeConfigurationWithContext(ctx aws.Context, input *DescribeRuntimeConfigurationInput, opts ...request.Option) (*DescribeRuntimeConfigurationOutput, error)
func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error)
func (c *GameLift) DescribeScalingPoliciesPages(input *DescribeScalingPoliciesInput, fn func(*DescribeScalingPoliciesOutput, bool) bool) error
func (c *GameLift) DescribeScalingPoliciesPagesWithContext(ctx aws.Context, input *DescribeScalingPoliciesInput, fn func(*DescribeScalingPoliciesOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput)
func (c *GameLift) DescribeScalingPoliciesWithContext(ctx aws.Context, input *DescribeScalingPoliciesInput, opts ...request.Option) (*DescribeScalingPoliciesOutput, error)
func (c *GameLift) DescribeScript(input *DescribeScriptInput) (*DescribeScriptOutput, error)
func (c *GameLift) DescribeScriptRequest(input *DescribeScriptInput) (req *request.Request, output *DescribeScriptOutput)
func (c *GameLift) DescribeScriptWithContext(ctx aws.Context, input *DescribeScriptInput, opts ...request.Option) (*DescribeScriptOutput, error)
func (c *GameLift) DescribeVpcPeeringAuthorizations(input *DescribeVpcPeeringAuthorizationsInput) (*DescribeVpcPeeringAuthorizationsOutput, error)
func (c *GameLift) DescribeVpcPeeringAuthorizationsRequest(input *DescribeVpcPeeringAuthorizationsInput) (req *request.Request, output *DescribeVpcPeeringAuthorizationsOutput)
func (c *GameLift) DescribeVpcPeeringAuthorizationsWithContext(ctx aws.Context, input *DescribeVpcPeeringAuthorizationsInput, opts ...request.Option) (*DescribeVpcPeeringAuthorizationsOutput, error)
func (c *GameLift) DescribeVpcPeeringConnections(input *DescribeVpcPeeringConnectionsInput) (*DescribeVpcPeeringConnectionsOutput, error)
func (c *GameLift) DescribeVpcPeeringConnectionsRequest(input *DescribeVpcPeeringConnectionsInput) (req *request.Request, output *DescribeVpcPeeringConnectionsOutput)
func (c *GameLift) DescribeVpcPeeringConnectionsWithContext(ctx aws.Context, input *DescribeVpcPeeringConnectionsInput, opts ...request.Option) (*DescribeVpcPeeringConnectionsOutput, error)
func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error)
func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) (req *request.Request, output *GetGameSessionLogUrlOutput)
func (c *GameLift) GetGameSessionLogUrlWithContext(ctx aws.Context, input *GetGameSessionLogUrlInput, opts ...request.Option) (*GetGameSessionLogUrlOutput, error)
func (c *GameLift) GetInstanceAccess(input *GetInstanceAccessInput) (*GetInstanceAccessOutput, error)
func (c *GameLift) GetInstanceAccessRequest(input *GetInstanceAccessInput) (req *request.Request, output *GetInstanceAccessOutput)
func (c *GameLift) GetInstanceAccessWithContext(ctx aws.Context, input *GetInstanceAccessInput, opts ...request.Option) (*GetInstanceAccessOutput, error)
func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error)
func (c *GameLift) ListAliasesPages(input *ListAliasesInput, fn func(*ListAliasesOutput, bool) bool) error
func (c *GameLift) ListAliasesPagesWithContext(ctx aws.Context, input *ListAliasesInput, fn func(*ListAliasesOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Request, output *ListAliasesOutput)
func (c *GameLift) ListAliasesWithContext(ctx aws.Context, input *ListAliasesInput, opts ...request.Option) (*ListAliasesOutput, error)
func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error)
func (c *GameLift) ListBuildsPages(input *ListBuildsInput, fn func(*ListBuildsOutput, bool) bool) error
func (c *GameLift) ListBuildsPagesWithContext(ctx aws.Context, input *ListBuildsInput, fn func(*ListBuildsOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) ListBuildsRequest(input *ListBuildsInput) (req *request.Request, output *ListBuildsOutput)
func (c *GameLift) ListBuildsWithContext(ctx aws.Context, input *ListBuildsInput, opts ...request.Option) (*ListBuildsOutput, error)
func (c *GameLift) ListFleets(input *ListFleetsInput) (*ListFleetsOutput, error)
func (c *GameLift) ListFleetsPages(input *ListFleetsInput, fn func(*ListFleetsOutput, bool) bool) error
func (c *GameLift) ListFleetsPagesWithContext(ctx aws.Context, input *ListFleetsInput, fn func(*ListFleetsOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Request, output *ListFleetsOutput)
func (c *GameLift) ListFleetsWithContext(ctx aws.Context, input *ListFleetsInput, opts ...request.Option) (*ListFleetsOutput, error)
func (c *GameLift) ListGameServerGroups(input *ListGameServerGroupsInput) (*ListGameServerGroupsOutput, error)
func (c *GameLift) ListGameServerGroupsPages(input *ListGameServerGroupsInput, fn func(*ListGameServerGroupsOutput, bool) bool) error
func (c *GameLift) ListGameServerGroupsPagesWithContext(ctx aws.Context, input *ListGameServerGroupsInput, fn func(*ListGameServerGroupsOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) ListGameServerGroupsRequest(input *ListGameServerGroupsInput) (req *request.Request, output *ListGameServerGroupsOutput)
func (c *GameLift) ListGameServerGroupsWithContext(ctx aws.Context, input *ListGameServerGroupsInput, opts ...request.Option) (*ListGameServerGroupsOutput, error)
func (c *GameLift) ListGameServers(input *ListGameServersInput) (*ListGameServersOutput, error)
func (c *GameLift) ListGameServersPages(input *ListGameServersInput, fn func(*ListGameServersOutput, bool) bool) error
func (c *GameLift) ListGameServersPagesWithContext(ctx aws.Context, input *ListGameServersInput, fn func(*ListGameServersOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) ListGameServersRequest(input *ListGameServersInput) (req *request.Request, output *ListGameServersOutput)
func (c *GameLift) ListGameServersWithContext(ctx aws.Context, input *ListGameServersInput, opts ...request.Option) (*ListGameServersOutput, error)
func (c *GameLift) ListScripts(input *ListScriptsInput) (*ListScriptsOutput, error)
func (c *GameLift) ListScriptsPages(input *ListScriptsInput, fn func(*ListScriptsOutput, bool) bool) error
func (c *GameLift) ListScriptsPagesWithContext(ctx aws.Context, input *ListScriptsInput, fn func(*ListScriptsOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) ListScriptsRequest(input *ListScriptsInput) (req *request.Request, output *ListScriptsOutput)
func (c *GameLift) ListScriptsWithContext(ctx aws.Context, input *ListScriptsInput, opts ...request.Option) (*ListScriptsOutput, error)
func (c *GameLift) ListTagsForResource(input *ListTagsForResourceInput) (*ListTagsForResourceOutput, error)
func (c *GameLift) ListTagsForResourceRequest(input *ListTagsForResourceInput) (req *request.Request, output *ListTagsForResourceOutput)
func (c *GameLift) ListTagsForResourceWithContext(ctx aws.Context, input *ListTagsForResourceInput, opts ...request.Option) (*ListTagsForResourceOutput, error)
func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error)
func (c *GameLift) PutScalingPolicyRequest(input *PutScalingPolicyInput) (req *request.Request, output *PutScalingPolicyOutput)
func (c *GameLift) PutScalingPolicyWithContext(ctx aws.Context, input *PutScalingPolicyInput, opts ...request.Option) (*PutScalingPolicyOutput, error)
func (c *GameLift) RegisterGameServer(input *RegisterGameServerInput) (*RegisterGameServerOutput, error)
func (c *GameLift) RegisterGameServerRequest(input *RegisterGameServerInput) (req *request.Request, output *RegisterGameServerOutput)
func (c *GameLift) RegisterGameServerWithContext(ctx aws.Context, input *RegisterGameServerInput, opts ...request.Option) (*RegisterGameServerOutput, error)
func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error)
func (c *GameLift) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) (req *request.Request, output *RequestUploadCredentialsOutput)
func (c *GameLift) RequestUploadCredentialsWithContext(ctx aws.Context, input *RequestUploadCredentialsInput, opts ...request.Option) (*RequestUploadCredentialsOutput, error)
func (c *GameLift) ResolveAlias(input *ResolveAliasInput) (*ResolveAliasOutput, error)
func (c *GameLift) ResolveAliasRequest(input *ResolveAliasInput) (req *request.Request, output *ResolveAliasOutput)
func (c *GameLift) ResolveAliasWithContext(ctx aws.Context, input *ResolveAliasInput, opts ...request.Option) (*ResolveAliasOutput, error)
func (c *GameLift) ResumeGameServerGroup(input *ResumeGameServerGroupInput) (*ResumeGameServerGroupOutput, error)
func (c *GameLift) ResumeGameServerGroupRequest(input *ResumeGameServerGroupInput) (req *request.Request, output *ResumeGameServerGroupOutput)
func (c *GameLift) ResumeGameServerGroupWithContext(ctx aws.Context, input *ResumeGameServerGroupInput, opts ...request.Option) (*ResumeGameServerGroupOutput, error)
func (c *GameLift) SearchGameSessions(input *SearchGameSessionsInput) (*SearchGameSessionsOutput, error)
func (c *GameLift) SearchGameSessionsPages(input *SearchGameSessionsInput, fn func(*SearchGameSessionsOutput, bool) bool) error
func (c *GameLift) SearchGameSessionsPagesWithContext(ctx aws.Context, input *SearchGameSessionsInput, fn func(*SearchGameSessionsOutput, bool) bool, opts ...request.Option) error
func (c *GameLift) SearchGameSessionsRequest(input *SearchGameSessionsInput) (req *request.Request, output *SearchGameSessionsOutput)
func (c *GameLift) SearchGameSessionsWithContext(ctx aws.Context, input *SearchGameSessionsInput, opts ...request.Option) (*SearchGameSessionsOutput, error)
func (c *GameLift) StartFleetActions(input *StartFleetActionsInput) (*StartFleetActionsOutput, error)
func (c *GameLift) StartFleetActionsRequest(input *StartFleetActionsInput) (req *request.Request, output *StartFleetActionsOutput)
func (c *GameLift) StartFleetActionsWithContext(ctx aws.Context, input *StartFleetActionsInput, opts ...request.Option) (*StartFleetActionsOutput, error)
func (c *GameLift) StartGameSessionPlacement(input *StartGameSessionPlacementInput) (*StartGameSessionPlacementOutput, error)
func (c *GameLift) StartGameSessionPlacementRequest(input *StartGameSessionPlacementInput) (req *request.Request, output *StartGameSessionPlacementOutput)
func (c *GameLift) StartGameSessionPlacementWithContext(ctx aws.Context, input *StartGameSessionPlacementInput, opts ...request.Option) (*StartGameSessionPlacementOutput, error)
func (c *GameLift) StartMatchBackfill(input *StartMatchBackfillInput) (*StartMatchBackfillOutput, error)
func (c *GameLift) StartMatchBackfillRequest(input *StartMatchBackfillInput) (req *request.Request, output *StartMatchBackfillOutput)
func (c *GameLift) StartMatchBackfillWithContext(ctx aws.Context, input *StartMatchBackfillInput, opts ...request.Option) (*StartMatchBackfillOutput, error)
func (c *GameLift) StartMatchmaking(input *StartMatchmakingInput) (*StartMatchmakingOutput, error)
func (c *GameLift) StartMatchmakingRequest(input *StartMatchmakingInput) (req *request.Request, output *StartMatchmakingOutput)
func (c *GameLift) StartMatchmakingWithContext(ctx aws.Context, input *StartMatchmakingInput, opts ...request.Option) (*StartMatchmakingOutput, error)
func (c *GameLift) StopFleetActions(input *StopFleetActionsInput) (*StopFleetActionsOutput, error)
func (c *GameLift) StopFleetActionsRequest(input *StopFleetActionsInput) (req *request.Request, output *StopFleetActionsOutput)
func (c *GameLift) StopFleetActionsWithContext(ctx aws.Context, input *StopFleetActionsInput, opts ...request.Option) (*StopFleetActionsOutput, error)
func (c *GameLift) StopGameSessionPlacement(input *StopGameSessionPlacementInput) (*StopGameSessionPlacementOutput, error)
func (c *GameLift) StopGameSessionPlacementRequest(input *StopGameSessionPlacementInput) (req *request.Request, output *StopGameSessionPlacementOutput)
func (c *GameLift) StopGameSessionPlacementWithContext(ctx aws.Context, input *StopGameSessionPlacementInput, opts ...request.Option) (*StopGameSessionPlacementOutput, error)
func (c *GameLift) StopMatchmaking(input *StopMatchmakingInput) (*StopMatchmakingOutput, error)
func (c *GameLift) StopMatchmakingRequest(input *StopMatchmakingInput) (req *request.Request, output *StopMatchmakingOutput)
func (c *GameLift) StopMatchmakingWithContext(ctx aws.Context, input *StopMatchmakingInput, opts ...request.Option) (*StopMatchmakingOutput, error)
func (c *GameLift) SuspendGameServerGroup(input *SuspendGameServerGroupInput) (*SuspendGameServerGroupOutput, error)
func (c *GameLift) SuspendGameServerGroupRequest(input *SuspendGameServerGroupInput) (req *request.Request, output *SuspendGameServerGroupOutput)
func (c *GameLift) SuspendGameServerGroupWithContext(ctx aws.Context, input *SuspendGameServerGroupInput, opts ...request.Option) (*SuspendGameServerGroupOutput, error)
func (c *GameLift) TagResource(input *TagResourceInput) (*TagResourceOutput, error)
func (c *GameLift) TagResourceRequest(input *TagResourceInput) (req *request.Request, output *TagResourceOutput)
func (c *GameLift) TagResourceWithContext(ctx aws.Context, input *TagResourceInput, opts ...request.Option) (*TagResourceOutput, error)
func (c *GameLift) UntagResource(input *UntagResourceInput) (*UntagResourceOutput, error)
func (c *GameLift) UntagResourceRequest(input *UntagResourceInput) (req *request.Request, output *UntagResourceOutput)
func (c *GameLift) UntagResourceWithContext(ctx aws.Context, input *UntagResourceInput, opts ...request.Option) (*UntagResourceOutput, error)
func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error)
func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Request, output *UpdateAliasOutput)
func (c *GameLift) UpdateAliasWithContext(ctx aws.Context, input *UpdateAliasInput, opts ...request.Option) (*UpdateAliasOutput, error)
func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error)
func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Request, output *UpdateBuildOutput)
func (c *GameLift) UpdateBuildWithContext(ctx aws.Context, input *UpdateBuildInput, opts ...request.Option) (*UpdateBuildOutput, error)
func (c *GameLift) UpdateFleetAttributes(input *UpdateFleetAttributesInput) (*UpdateFleetAttributesOutput, error)
func (c *GameLift) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) (req *request.Request, output *UpdateFleetAttributesOutput)
func (c *GameLift) UpdateFleetAttributesWithContext(ctx aws.Context, input *UpdateFleetAttributesInput, opts ...request.Option) (*UpdateFleetAttributesOutput, error)
func (c *GameLift) UpdateFleetCapacity(input *UpdateFleetCapacityInput) (*UpdateFleetCapacityOutput, error)
func (c *GameLift) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) (req *request.Request, output *UpdateFleetCapacityOutput)
func (c *GameLift) UpdateFleetCapacityWithContext(ctx aws.Context, input *UpdateFleetCapacityInput, opts ...request.Option) (*UpdateFleetCapacityOutput, error)
func (c *GameLift) UpdateFleetPortSettings(input *UpdateFleetPortSettingsInput) (*UpdateFleetPortSettingsOutput, error)
func (c *GameLift) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) (req *request.Request, output *UpdateFleetPortSettingsOutput)
func (c *GameLift) UpdateFleetPortSettingsWithContext(ctx aws.Context, input *UpdateFleetPortSettingsInput, opts ...request.Option) (*UpdateFleetPortSettingsOutput, error)
func (c *GameLift) UpdateGameServer(input *UpdateGameServerInput) (*UpdateGameServerOutput, error)
func (c *GameLift) UpdateGameServerGroup(input *UpdateGameServerGroupInput) (*UpdateGameServerGroupOutput, error)
func (c *GameLift) UpdateGameServerGroupRequest(input *UpdateGameServerGroupInput) (req *request.Request, output *UpdateGameServerGroupOutput)
func (c *GameLift) UpdateGameServerGroupWithContext(ctx aws.Context, input *UpdateGameServerGroupInput, opts ...request.Option) (*UpdateGameServerGroupOutput, error)
func (c *GameLift) UpdateGameServerRequest(input *UpdateGameServerInput) (req *request.Request, output *UpdateGameServerOutput)
func (c *GameLift) UpdateGameServerWithContext(ctx aws.Context, input *UpdateGameServerInput, opts ...request.Option) (*UpdateGameServerOutput, error)
func (c *GameLift) UpdateGameSession(input *UpdateGameSessionInput) (*UpdateGameSessionOutput, error)
func (c *GameLift) UpdateGameSessionQueue(input *UpdateGameSessionQueueInput) (*UpdateGameSessionQueueOutput, error)
func (c *GameLift) UpdateGameSessionQueueRequest(input *UpdateGameSessionQueueInput) (req *request.Request, output *UpdateGameSessionQueueOutput)
func (c *GameLift) UpdateGameSessionQueueWithContext(ctx aws.Context, input *UpdateGameSessionQueueInput, opts ...request.Option) (*UpdateGameSessionQueueOutput, error)
func (c *GameLift) UpdateGameSessionRequest(input *UpdateGameSessionInput) (req *request.Request, output *UpdateGameSessionOutput)
func (c *GameLift) UpdateGameSessionWithContext(ctx aws.Context, input *UpdateGameSessionInput, opts ...request.Option) (*UpdateGameSessionOutput, error)
func (c *GameLift) UpdateMatchmakingConfiguration(input *UpdateMatchmakingConfigurationInput) (*UpdateMatchmakingConfigurationOutput, error)
func (c *GameLift) UpdateMatchmakingConfigurationRequest(input *UpdateMatchmakingConfigurationInput) (req *request.Request, output *UpdateMatchmakingConfigurationOutput)
func (c *GameLift) UpdateMatchmakingConfigurationWithContext(ctx aws.Context, input *UpdateMatchmakingConfigurationInput, opts ...request.Option) (*UpdateMatchmakingConfigurationOutput, error)
func (c *GameLift) UpdateRuntimeConfiguration(input *UpdateRuntimeConfigurationInput) (*UpdateRuntimeConfigurationOutput, error)
func (c *GameLift) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigurationInput) (req *request.Request, output *UpdateRuntimeConfigurationOutput)
func (c *GameLift) UpdateRuntimeConfigurationWithContext(ctx aws.Context, input *UpdateRuntimeConfigurationInput, opts ...request.Option) (*UpdateRuntimeConfigurationOutput, error)
func (c *GameLift) UpdateScript(input *UpdateScriptInput) (*UpdateScriptOutput, error)
func (c *GameLift) UpdateScriptRequest(input *UpdateScriptInput) (req *request.Request, output *UpdateScriptOutput)
func (c *GameLift) UpdateScriptWithContext(ctx aws.Context, input *UpdateScriptInput, opts ...request.Option) (*UpdateScriptOutput, error)
func (c *GameLift) ValidateMatchmakingRuleSet(input *ValidateMatchmakingRuleSetInput) (*ValidateMatchmakingRuleSetOutput, error)
func (c *GameLift) ValidateMatchmakingRuleSetRequest(input *ValidateMatchmakingRuleSetInput) (req *request.Request, output *ValidateMatchmakingRuleSetOutput)
func (c *GameLift) ValidateMatchmakingRuleSetWithContext(ctx aws.Context, input *ValidateMatchmakingRuleSetInput, opts ...request.Option) (*ValidateMatchmakingRuleSetOutput, error)
func AcceptanceType_Values() []string
func BackfillMode_Values() []string
func BalancingStrategy_Values() []string
func BuildStatus_Values() []string
func CertificateType_Values() []string
func ComparisonOperatorType_Values() []string
func EC2InstanceType_Values() []string
func EventCode_Values() []string
func FleetAction_Values() []string
func FleetStatus_Values() []string
func FleetType_Values() []string
func FlexMatchMode_Values() []string
func GameServerClaimStatus_Values() []string
func GameServerGroupAction_Values() []string
func GameServerGroupDeleteOption_Values() []string
func GameServerGroupInstanceType_Values() []string
func GameServerGroupStatus_Values() []string
func GameServerHealthCheck_Values() []string
func GameServerInstanceStatus_Values() []string
func GameServerProtectionPolicy_Values() []string
func GameServerUtilizationStatus_Values() []string
func GameSessionPlacementState_Values() []string
func GameSessionStatusReason_Values() []string
func GameSessionStatus_Values() []string
func InstanceStatus_Values() []string
func IpProtocol_Values() []string
func LocationUpdateStatus_Values() []string
func MatchmakingConfigurationStatus_Values() []string
func MetricName_Values() []string
func OperatingSystem_Values() []string
func PlayerSessionCreationPolicy_Values() []string
func PlayerSessionStatus_Values() []string
func PolicyType_Values() []string
func PriorityType_Values() []string
func ProtectionPolicy_Values() []string
func RoutingStrategyType_Values() []string
func ScalingAdjustmentType_Values() []string
func ScalingStatusType_Values() []string
func SortOrder_Values() []string
type AcceptMatchInput
type AcceptMatchOutput
type Alias
type AttributeValue
type AwsCredentials
type Build
type CertificateConfiguration
type ClaimGameServerInput
type ClaimGameServerOutput
type ConflictException
type CreateAliasInput
type CreateAliasOutput
type CreateBuildInput
type CreateBuildOutput
type CreateFleetInput
type CreateFleetLocationsInput
type CreateFleetLocationsOutput
type CreateFleetOutput
type CreateGameServerGroupInput
type CreateGameServerGroupOutput
type CreateGameSessionInput
type CreateGameSessionOutput
type CreateGameSessionQueueInput
type CreateGameSessionQueueOutput
type CreateMatchmakingConfigurationInput
type CreateMatchmakingConfigurationOutput
type CreateMatchmakingRuleSetInput
type CreateMatchmakingRuleSetOutput
type CreatePlayerSessionInput
type CreatePlayerSessionOutput
type CreatePlayerSessionsInput
type CreatePlayerSessionsOutput
type CreateScriptInput
type CreateScriptOutput
type CreateVpcPeeringAuthorizationInput
type CreateVpcPeeringAuthorizationOutput
type CreateVpcPeeringConnectionInput
type CreateVpcPeeringConnectionOutput
type DeleteAliasInput
type DeleteAliasOutput
type DeleteBuildInput
type DeleteBuildOutput
type DeleteFleetInput
type DeleteFleetLocationsInput
type DeleteFleetLocationsOutput
type DeleteFleetOutput
type DeleteGameServerGroupInput
type DeleteGameServerGroupOutput
type DeleteGameSessionQueueInput
type DeleteGameSessionQueueOutput
type DeleteMatchmakingConfigurationInput
type DeleteMatchmakingConfigurationOutput
type DeleteMatchmakingRuleSetInput
type DeleteMatchmakingRuleSetOutput
type DeleteScalingPolicyInput
type DeleteScalingPolicyOutput
type DeleteScriptInput
type DeleteScriptOutput
type DeleteVpcPeeringAuthorizationInput
type DeleteVpcPeeringAuthorizationOutput
type DeleteVpcPeeringConnectionInput
type DeleteVpcPeeringConnectionOutput
type DeregisterGameServerInput
type DeregisterGameServerOutput
type DescribeAliasInput
type DescribeAliasOutput
type DescribeBuildInput
type DescribeBuildOutput
type DescribeEC2InstanceLimitsInput
type DescribeEC2InstanceLimitsOutput
type DescribeFleetAttributesInput
type DescribeFleetAttributesOutput
type DescribeFleetCapacityInput
type DescribeFleetCapacityOutput
type DescribeFleetEventsInput
type DescribeFleetEventsOutput
type DescribeFleetLocationAttributesInput
type DescribeFleetLocationAttributesOutput
type DescribeFleetLocationCapacityInput
type DescribeFleetLocationCapacityOutput
type DescribeFleetLocationUtilizationInput
type DescribeFleetLocationUtilizationOutput
type DescribeFleetPortSettingsInput
type DescribeFleetPortSettingsOutput
type DescribeFleetUtilizationInput
type DescribeFleetUtilizationOutput
type DescribeGameServerGroupInput
type DescribeGameServerGroupOutput
type DescribeGameServerInput
type DescribeGameServerInstancesInput
type DescribeGameServerInstancesOutput
type DescribeGameServerOutput
type DescribeGameSessionDetailsInput
type DescribeGameSessionDetailsOutput
type DescribeGameSessionPlacementInput
type DescribeGameSessionPlacementOutput
type DescribeGameSessionQueuesInput
type DescribeGameSessionQueuesOutput
type DescribeGameSessionsInput
type DescribeGameSessionsOutput
type DescribeInstancesInput
type DescribeInstancesOutput
type DescribeMatchmakingConfigurationsInput
type DescribeMatchmakingConfigurationsOutput
type DescribeMatchmakingInput
type DescribeMatchmakingOutput
type DescribeMatchmakingRuleSetsInput
type DescribeMatchmakingRuleSetsOutput
type DescribePlayerSessionsInput
type DescribePlayerSessionsOutput
type DescribeRuntimeConfigurationInput
type DescribeRuntimeConfigurationOutput
type DescribeScalingPoliciesInput
type DescribeScalingPoliciesOutput
type DescribeScriptInput
type DescribeScriptOutput
type DescribeVpcPeeringAuthorizationsInput
type DescribeVpcPeeringAuthorizationsOutput
type DescribeVpcPeeringConnectionsInput
type DescribeVpcPeeringConnectionsOutput
type DesiredPlayerSession
type EC2InstanceCounts
type EC2InstanceLimit
type Event
type FilterConfiguration
type FleetAttributes
type FleetCapacity
type FleetCapacityExceededException
type FleetUtilization
type GameProperty
type GameServer
type GameServerGroup
type GameServerGroupAutoScalingPolicy
type GameServerInstance
type GameSession
type GameSessionConnectionInfo
type GameSessionDetail
type GameSessionFullException
type GameSessionPlacement
type GameSessionQueue
type GameSessionQueueDestination
type GetGameSessionLogUrlInput
type GetGameSessionLogUrlOutput
type GetInstanceAccessInput
type GetInstanceAccessOutput
type IdempotentParameterMismatchException
type Instance
type InstanceAccess
type InstanceCredentials
type InstanceDefinition
type InternalServiceException
type InvalidFleetStatusException
type InvalidGameSessionStatusException
type InvalidRequestException
type IpPermission
type LaunchTemplateSpecification
type LimitExceededException
type ListAliasesInput
type ListAliasesOutput
type ListBuildsInput
type ListBuildsOutput
type ListFleetsInput
type ListFleetsOutput
type ListGameServerGroupsInput
type ListGameServerGroupsOutput
type ListGameServersInput
type ListGameServersOutput
type ListScriptsInput
type ListScriptsOutput
type ListTagsForResourceInput
type ListTagsForResourceOutput
type LocationAttributes
type LocationConfiguration
type LocationState
type MatchedPlayerSession
type MatchmakingConfiguration
type MatchmakingRuleSet
type MatchmakingTicket
type NotFoundException
type OutOfCapacityException
type PlacedPlayerSession
type Player
type PlayerLatency
type PlayerLatencyPolicy
type PlayerSession
type PriorityConfiguration
type PutScalingPolicyInput
type PutScalingPolicyOutput
type RegisterGameServerInput
type RegisterGameServerOutput
type RequestUploadCredentialsInput
type RequestUploadCredentialsOutput
type ResolveAliasInput
type ResolveAliasOutput
type ResourceCreationLimitPolicy
type ResumeGameServerGroupInput
type ResumeGameServerGroupOutput
type RoutingStrategy
type RuntimeConfiguration
type S3Location
type ScalingPolicy
type Script
type SearchGameSessionsInput
type SearchGameSessionsOutput
type ServerProcess
type StartFleetActionsInput
type StartFleetActionsOutput
type StartGameSessionPlacementInput
type StartGameSessionPlacementOutput
type StartMatchBackfillInput
type StartMatchBackfillOutput
type StartMatchmakingInput
type StartMatchmakingOutput
type StopFleetActionsInput
type StopFleetActionsOutput
type StopGameSessionPlacementInput
type StopGameSessionPlacementOutput
type StopMatchmakingInput
type StopMatchmakingOutput
type SuspendGameServerGroupInput
type SuspendGameServerGroupOutput
type Tag
type TagResourceInput
type TagResourceOutput
type TaggingFailedException
type TargetConfiguration
type TargetTrackingConfiguration
type TerminalRoutingStrategyException
type UnauthorizedException
type UnsupportedRegionException
type UntagResourceInput
type UntagResourceOutput
type UpdateAliasInput
type UpdateAliasOutput
type UpdateBuildInput
type UpdateBuildOutput
type UpdateFleetAttributesInput
type UpdateFleetAttributesOutput
type UpdateFleetCapacityInput
type UpdateFleetCapacityOutput
type UpdateFleetPortSettingsInput
type UpdateFleetPortSettingsOutput
type UpdateGameServerGroupInput
type UpdateGameServerGroupOutput
type UpdateGameServerInput
type UpdateGameServerOutput
type UpdateGameSessionInput
type UpdateGameSessionOutput
type UpdateGameSessionQueueInput
type UpdateGameSessionQueueOutput
type UpdateMatchmakingConfigurationInput
type UpdateMatchmakingConfigurationOutput
type UpdateRuntimeConfigurationInput
type UpdateRuntimeConfigurationOutput
type UpdateScriptInput
type UpdateScriptOutput
type ValidateMatchmakingRuleSetInput
type ValidateMatchmakingRuleSetOutput
type VpcPeeringAuthorization
type VpcPeeringConnection
type VpcPeeringConnectionStatus

Constants ▾

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

    // AcceptanceTypeReject is a AcceptanceType enum value
    AcceptanceTypeReject = "REJECT"
)
const (
    // BackfillModeAutomatic is a BackfillMode enum value
    BackfillModeAutomatic = "AUTOMATIC"

    // BackfillModeManual is a BackfillMode enum value
    BackfillModeManual = "MANUAL"
)
const (
    // BalancingStrategySpotOnly is a BalancingStrategy enum value
    BalancingStrategySpotOnly = "SPOT_ONLY"

    // BalancingStrategySpotPreferred is a BalancingStrategy enum value
    BalancingStrategySpotPreferred = "SPOT_PREFERRED"

    // BalancingStrategyOnDemandOnly is a BalancingStrategy enum value
    BalancingStrategyOnDemandOnly = "ON_DEMAND_ONLY"
)
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 (
    // CertificateTypeDisabled is a CertificateType enum value
    CertificateTypeDisabled = "DISABLED"

    // CertificateTypeGenerated is a CertificateType enum value
    CertificateTypeGenerated = "GENERATED"
)
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"

    // EC2InstanceTypeC5Large is a EC2InstanceType enum value
    EC2InstanceTypeC5Large = "c5.large"

    // EC2InstanceTypeC5Xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC5Xlarge = "c5.xlarge"

    // EC2InstanceTypeC52xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC52xlarge = "c5.2xlarge"

    // EC2InstanceTypeC54xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC54xlarge = "c5.4xlarge"

    // EC2InstanceTypeC59xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC59xlarge = "c5.9xlarge"

    // EC2InstanceTypeC512xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC512xlarge = "c5.12xlarge"

    // EC2InstanceTypeC518xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC518xlarge = "c5.18xlarge"

    // EC2InstanceTypeC524xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC524xlarge = "c5.24xlarge"

    // EC2InstanceTypeC5aLarge is a EC2InstanceType enum value
    EC2InstanceTypeC5aLarge = "c5a.large"

    // EC2InstanceTypeC5aXlarge is a EC2InstanceType enum value
    EC2InstanceTypeC5aXlarge = "c5a.xlarge"

    // EC2InstanceTypeC5a2xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC5a2xlarge = "c5a.2xlarge"

    // EC2InstanceTypeC5a4xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC5a4xlarge = "c5a.4xlarge"

    // EC2InstanceTypeC5a8xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC5a8xlarge = "c5a.8xlarge"

    // EC2InstanceTypeC5a12xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC5a12xlarge = "c5a.12xlarge"

    // EC2InstanceTypeC5a16xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC5a16xlarge = "c5a.16xlarge"

    // EC2InstanceTypeC5a24xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC5a24xlarge = "c5a.24xlarge"

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

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

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

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

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

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

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

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

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

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

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

    // EC2InstanceTypeR5Large is a EC2InstanceType enum value
    EC2InstanceTypeR5Large = "r5.large"

    // EC2InstanceTypeR5Xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR5Xlarge = "r5.xlarge"

    // EC2InstanceTypeR52xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR52xlarge = "r5.2xlarge"

    // EC2InstanceTypeR54xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR54xlarge = "r5.4xlarge"

    // EC2InstanceTypeR58xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR58xlarge = "r5.8xlarge"

    // EC2InstanceTypeR512xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR512xlarge = "r5.12xlarge"

    // EC2InstanceTypeR516xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR516xlarge = "r5.16xlarge"

    // EC2InstanceTypeR524xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR524xlarge = "r5.24xlarge"

    // EC2InstanceTypeR5aLarge is a EC2InstanceType enum value
    EC2InstanceTypeR5aLarge = "r5a.large"

    // EC2InstanceTypeR5aXlarge is a EC2InstanceType enum value
    EC2InstanceTypeR5aXlarge = "r5a.xlarge"

    // EC2InstanceTypeR5a2xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR5a2xlarge = "r5a.2xlarge"

    // EC2InstanceTypeR5a4xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR5a4xlarge = "r5a.4xlarge"

    // EC2InstanceTypeR5a8xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR5a8xlarge = "r5a.8xlarge"

    // EC2InstanceTypeR5a12xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR5a12xlarge = "r5a.12xlarge"

    // EC2InstanceTypeR5a16xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR5a16xlarge = "r5a.16xlarge"

    // EC2InstanceTypeR5a24xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR5a24xlarge = "r5a.24xlarge"

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

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

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

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

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

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

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

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

    // EC2InstanceTypeM410xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM410xlarge = "m4.10xlarge"

    // EC2InstanceTypeM5Large is a EC2InstanceType enum value
    EC2InstanceTypeM5Large = "m5.large"

    // EC2InstanceTypeM5Xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM5Xlarge = "m5.xlarge"

    // EC2InstanceTypeM52xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM52xlarge = "m5.2xlarge"

    // EC2InstanceTypeM54xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM54xlarge = "m5.4xlarge"

    // EC2InstanceTypeM58xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM58xlarge = "m5.8xlarge"

    // EC2InstanceTypeM512xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM512xlarge = "m5.12xlarge"

    // EC2InstanceTypeM516xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM516xlarge = "m5.16xlarge"

    // EC2InstanceTypeM524xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM524xlarge = "m5.24xlarge"

    // EC2InstanceTypeM5aLarge is a EC2InstanceType enum value
    EC2InstanceTypeM5aLarge = "m5a.large"

    // EC2InstanceTypeM5aXlarge is a EC2InstanceType enum value
    EC2InstanceTypeM5aXlarge = "m5a.xlarge"

    // EC2InstanceTypeM5a2xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM5a2xlarge = "m5a.2xlarge"

    // EC2InstanceTypeM5a4xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM5a4xlarge = "m5a.4xlarge"

    // EC2InstanceTypeM5a8xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM5a8xlarge = "m5a.8xlarge"

    // EC2InstanceTypeM5a12xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM5a12xlarge = "m5a.12xlarge"

    // EC2InstanceTypeM5a16xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM5a16xlarge = "m5a.16xlarge"

    // EC2InstanceTypeM5a24xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM5a24xlarge = "m5a.24xlarge"
)
const (
    // EventCodeGenericEvent is a EventCode enum value
    EventCodeGenericEvent = "GENERIC_EVENT"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    // EventCodeFleetVpcPeeringDeleted is a EventCode enum value
    EventCodeFleetVpcPeeringDeleted = "FLEET_VPC_PEERING_DELETED"

    // EventCodeInstanceInterrupted is a EventCode enum value
    EventCodeInstanceInterrupted = "INSTANCE_INTERRUPTED"
)
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 (
    // FleetTypeOnDemand is a FleetType enum value
    FleetTypeOnDemand = "ON_DEMAND"

    // FleetTypeSpot is a FleetType enum value
    FleetTypeSpot = "SPOT"
)
const (
    // FlexMatchModeStandalone is a FlexMatchMode enum value
    FlexMatchModeStandalone = "STANDALONE"

    // FlexMatchModeWithQueue is a FlexMatchMode enum value
    FlexMatchModeWithQueue = "WITH_QUEUE"
)
const (
    // GameServerGroupDeleteOptionSafeDelete is a GameServerGroupDeleteOption enum value
    GameServerGroupDeleteOptionSafeDelete = "SAFE_DELETE"

    // GameServerGroupDeleteOptionForceDelete is a GameServerGroupDeleteOption enum value
    GameServerGroupDeleteOptionForceDelete = "FORCE_DELETE"

    // GameServerGroupDeleteOptionRetain is a GameServerGroupDeleteOption enum value
    GameServerGroupDeleteOptionRetain = "RETAIN"
)
const (
    // GameServerGroupInstanceTypeC4Large is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC4Large = "c4.large"

    // GameServerGroupInstanceTypeC4Xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC4Xlarge = "c4.xlarge"

    // GameServerGroupInstanceTypeC42xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC42xlarge = "c4.2xlarge"

    // GameServerGroupInstanceTypeC44xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC44xlarge = "c4.4xlarge"

    // GameServerGroupInstanceTypeC48xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC48xlarge = "c4.8xlarge"

    // GameServerGroupInstanceTypeC5Large is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC5Large = "c5.large"

    // GameServerGroupInstanceTypeC5Xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC5Xlarge = "c5.xlarge"

    // GameServerGroupInstanceTypeC52xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC52xlarge = "c5.2xlarge"

    // GameServerGroupInstanceTypeC54xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC54xlarge = "c5.4xlarge"

    // GameServerGroupInstanceTypeC59xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC59xlarge = "c5.9xlarge"

    // GameServerGroupInstanceTypeC512xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC512xlarge = "c5.12xlarge"

    // GameServerGroupInstanceTypeC518xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC518xlarge = "c5.18xlarge"

    // GameServerGroupInstanceTypeC524xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC524xlarge = "c5.24xlarge"

    // GameServerGroupInstanceTypeC5aLarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC5aLarge = "c5a.large"

    // GameServerGroupInstanceTypeC5aXlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC5aXlarge = "c5a.xlarge"

    // GameServerGroupInstanceTypeC5a2xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC5a2xlarge = "c5a.2xlarge"

    // GameServerGroupInstanceTypeC5a4xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC5a4xlarge = "c5a.4xlarge"

    // GameServerGroupInstanceTypeC5a8xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC5a8xlarge = "c5a.8xlarge"

    // GameServerGroupInstanceTypeC5a12xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC5a12xlarge = "c5a.12xlarge"

    // GameServerGroupInstanceTypeC5a16xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC5a16xlarge = "c5a.16xlarge"

    // GameServerGroupInstanceTypeC5a24xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC5a24xlarge = "c5a.24xlarge"

    // GameServerGroupInstanceTypeR4Large is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR4Large = "r4.large"

    // GameServerGroupInstanceTypeR4Xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR4Xlarge = "r4.xlarge"

    // GameServerGroupInstanceTypeR42xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR42xlarge = "r4.2xlarge"

    // GameServerGroupInstanceTypeR44xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR44xlarge = "r4.4xlarge"

    // GameServerGroupInstanceTypeR48xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR48xlarge = "r4.8xlarge"

    // GameServerGroupInstanceTypeR416xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR416xlarge = "r4.16xlarge"

    // GameServerGroupInstanceTypeR5Large is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR5Large = "r5.large"

    // GameServerGroupInstanceTypeR5Xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR5Xlarge = "r5.xlarge"

    // GameServerGroupInstanceTypeR52xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR52xlarge = "r5.2xlarge"

    // GameServerGroupInstanceTypeR54xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR54xlarge = "r5.4xlarge"

    // GameServerGroupInstanceTypeR58xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR58xlarge = "r5.8xlarge"

    // GameServerGroupInstanceTypeR512xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR512xlarge = "r5.12xlarge"

    // GameServerGroupInstanceTypeR516xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR516xlarge = "r5.16xlarge"

    // GameServerGroupInstanceTypeR524xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR524xlarge = "r5.24xlarge"

    // GameServerGroupInstanceTypeR5aLarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR5aLarge = "r5a.large"

    // GameServerGroupInstanceTypeR5aXlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR5aXlarge = "r5a.xlarge"

    // GameServerGroupInstanceTypeR5a2xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR5a2xlarge = "r5a.2xlarge"

    // GameServerGroupInstanceTypeR5a4xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR5a4xlarge = "r5a.4xlarge"

    // GameServerGroupInstanceTypeR5a8xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR5a8xlarge = "r5a.8xlarge"

    // GameServerGroupInstanceTypeR5a12xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR5a12xlarge = "r5a.12xlarge"

    // GameServerGroupInstanceTypeR5a16xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR5a16xlarge = "r5a.16xlarge"

    // GameServerGroupInstanceTypeR5a24xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR5a24xlarge = "r5a.24xlarge"

    // GameServerGroupInstanceTypeM4Large is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM4Large = "m4.large"

    // GameServerGroupInstanceTypeM4Xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM4Xlarge = "m4.xlarge"

    // GameServerGroupInstanceTypeM42xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM42xlarge = "m4.2xlarge"

    // GameServerGroupInstanceTypeM44xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM44xlarge = "m4.4xlarge"

    // GameServerGroupInstanceTypeM410xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM410xlarge = "m4.10xlarge"

    // GameServerGroupInstanceTypeM5Large is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM5Large = "m5.large"

    // GameServerGroupInstanceTypeM5Xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM5Xlarge = "m5.xlarge"

    // GameServerGroupInstanceTypeM52xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM52xlarge = "m5.2xlarge"

    // GameServerGroupInstanceTypeM54xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM54xlarge = "m5.4xlarge"

    // GameServerGroupInstanceTypeM58xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM58xlarge = "m5.8xlarge"

    // GameServerGroupInstanceTypeM512xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM512xlarge = "m5.12xlarge"

    // GameServerGroupInstanceTypeM516xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM516xlarge = "m5.16xlarge"

    // GameServerGroupInstanceTypeM524xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM524xlarge = "m5.24xlarge"

    // GameServerGroupInstanceTypeM5aLarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM5aLarge = "m5a.large"

    // GameServerGroupInstanceTypeM5aXlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM5aXlarge = "m5a.xlarge"

    // GameServerGroupInstanceTypeM5a2xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM5a2xlarge = "m5a.2xlarge"

    // GameServerGroupInstanceTypeM5a4xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM5a4xlarge = "m5a.4xlarge"

    // GameServerGroupInstanceTypeM5a8xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM5a8xlarge = "m5a.8xlarge"

    // GameServerGroupInstanceTypeM5a12xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM5a12xlarge = "m5a.12xlarge"

    // GameServerGroupInstanceTypeM5a16xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM5a16xlarge = "m5a.16xlarge"

    // GameServerGroupInstanceTypeM5a24xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM5a24xlarge = "m5a.24xlarge"
)
const (
    // GameServerGroupStatusNew is a GameServerGroupStatus enum value
    GameServerGroupStatusNew = "NEW"

    // GameServerGroupStatusActivating is a GameServerGroupStatus enum value
    GameServerGroupStatusActivating = "ACTIVATING"

    // GameServerGroupStatusActive is a GameServerGroupStatus enum value
    GameServerGroupStatusActive = "ACTIVE"

    // GameServerGroupStatusDeleteScheduled is a GameServerGroupStatus enum value
    GameServerGroupStatusDeleteScheduled = "DELETE_SCHEDULED"

    // GameServerGroupStatusDeleting is a GameServerGroupStatus enum value
    GameServerGroupStatusDeleting = "DELETING"

    // GameServerGroupStatusDeleted is a GameServerGroupStatus enum value
    GameServerGroupStatusDeleted = "DELETED"

    // GameServerGroupStatusError is a GameServerGroupStatus enum value
    GameServerGroupStatusError = "ERROR"
)
const (
    // GameServerInstanceStatusActive is a GameServerInstanceStatus enum value
    GameServerInstanceStatusActive = "ACTIVE"

    // GameServerInstanceStatusDraining is a GameServerInstanceStatus enum value
    GameServerInstanceStatusDraining = "DRAINING"

    // GameServerInstanceStatusSpotTerminating is a GameServerInstanceStatus enum value
    GameServerInstanceStatusSpotTerminating = "SPOT_TERMINATING"
)
const (
    // GameServerProtectionPolicyNoProtection is a GameServerProtectionPolicy enum value
    GameServerProtectionPolicyNoProtection = "NO_PROTECTION"

    // GameServerProtectionPolicyFullProtection is a GameServerProtectionPolicy enum value
    GameServerProtectionPolicyFullProtection = "FULL_PROTECTION"
)
const (
    // GameServerUtilizationStatusAvailable is a GameServerUtilizationStatus enum value
    GameServerUtilizationStatusAvailable = "AVAILABLE"

    // GameServerUtilizationStatusUtilized is a GameServerUtilizationStatus enum value
    GameServerUtilizationStatusUtilized = "UTILIZED"
)
const (
    // GameSessionPlacementStatePending is a GameSessionPlacementState enum value
    GameSessionPlacementStatePending = "PENDING"

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

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

    // GameSessionPlacementStateTimedOut is a GameSessionPlacementState enum value
    GameSessionPlacementStateTimedOut = "TIMED_OUT"

    // GameSessionPlacementStateFailed is a GameSessionPlacementState enum value
    GameSessionPlacementStateFailed = "FAILED"
)
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"

    // OperatingSystemAmazonLinux2 is a OperatingSystem enum value
    OperatingSystemAmazonLinux2 = "AMAZON_LINUX_2"
)
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 (
    // PolicyTypeRuleBased is a PolicyType enum value
    PolicyTypeRuleBased = "RuleBased"

    // PolicyTypeTargetBased is a PolicyType enum value
    PolicyTypeTargetBased = "TargetBased"
)
const (
    // PriorityTypeLatency is a PriorityType enum value
    PriorityTypeLatency = "LATENCY"

    // PriorityTypeCost is a PriorityType enum value
    PriorityTypeCost = "COST"

    // PriorityTypeDestination is a PriorityType enum value
    PriorityTypeDestination = "DESTINATION"

    // PriorityTypeLocation is a PriorityType enum value
    PriorityTypeLocation = "LOCATION"
)
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 (
    // SortOrderAscending is a SortOrder enum value
    SortOrderAscending = "ASCENDING"

    // SortOrderDescending is a SortOrder enum value
    SortOrderDescending = "DESCENDING"
)
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"

    // ErrCodeOutOfCapacityException for service response error code
    // "OutOfCapacityException".
    //
    // The specified game server group has no available game servers to fulfill
    // a ClaimGameServer request. Clients can retry such requests immediately or
    // after a waiting period.
    ErrCodeOutOfCapacityException = "OutOfCapacityException"

    // ErrCodeTaggingFailedException for service response error code
    // "TaggingFailedException".
    //
    // The requested tagging operation did not succeed. This may be due to invalid
    // tag format or the maximum tag limit may have been exceeded. Resolve the issue
    // before retrying.
    ErrCodeTaggingFailedException = "TaggingFailedException"

    // 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"  // Name of service.
    EndpointsID = ServiceName // ID to lookup a service endpoint with.
    ServiceID   = "GameLift"  // ServiceID is a unique identifier of a specific service.
)

Service information constants

const (
    // FleetActionAutoScaling is a FleetAction enum value
    FleetActionAutoScaling = "AUTO_SCALING"
)
const (
    // GameServerClaimStatusClaimed is a GameServerClaimStatus enum value
    GameServerClaimStatusClaimed = "CLAIMED"
)
const (
    // GameServerGroupActionReplaceInstanceTypes is a GameServerGroupAction enum value
    GameServerGroupActionReplaceInstanceTypes = "REPLACE_INSTANCE_TYPES"
)
const (
    // GameServerHealthCheckHealthy is a GameServerHealthCheck enum value
    GameServerHealthCheckHealthy = "HEALTHY"
)
const (
    // GameSessionStatusReasonInterrupted is a GameSessionStatusReason enum value
    GameSessionStatusReasonInterrupted = "INTERRUPTED"
)
const (
    // LocationUpdateStatusPendingUpdate is a LocationUpdateStatus enum value
    LocationUpdateStatusPendingUpdate = "PENDING_UPDATE"
)

func AcceptanceType_Values

func AcceptanceType_Values() []string

AcceptanceType_Values returns all elements of the AcceptanceType enum

func BackfillMode_Values

func BackfillMode_Values() []string

BackfillMode_Values returns all elements of the BackfillMode enum

func BalancingStrategy_Values

func BalancingStrategy_Values() []string

BalancingStrategy_Values returns all elements of the BalancingStrategy enum

func BuildStatus_Values

func BuildStatus_Values() []string

BuildStatus_Values returns all elements of the BuildStatus enum

func CertificateType_Values

func CertificateType_Values() []string

CertificateType_Values returns all elements of the CertificateType enum

func ComparisonOperatorType_Values

func ComparisonOperatorType_Values() []string

ComparisonOperatorType_Values returns all elements of the ComparisonOperatorType enum

func EC2InstanceType_Values

func EC2InstanceType_Values() []string

EC2InstanceType_Values returns all elements of the EC2InstanceType enum

func EventCode_Values

func EventCode_Values() []string

EventCode_Values returns all elements of the EventCode enum

func FleetAction_Values

func FleetAction_Values() []string

FleetAction_Values returns all elements of the FleetAction enum

func FleetStatus_Values

func FleetStatus_Values() []string

FleetStatus_Values returns all elements of the FleetStatus enum

func FleetType_Values

func FleetType_Values() []string

FleetType_Values returns all elements of the FleetType enum

func FlexMatchMode_Values

func FlexMatchMode_Values() []string

FlexMatchMode_Values returns all elements of the FlexMatchMode enum

func GameServerClaimStatus_Values

func GameServerClaimStatus_Values() []string

GameServerClaimStatus_Values returns all elements of the GameServerClaimStatus enum

func GameServerGroupAction_Values

func GameServerGroupAction_Values() []string

GameServerGroupAction_Values returns all elements of the GameServerGroupAction enum

func GameServerGroupDeleteOption_Values

func GameServerGroupDeleteOption_Values() []string

GameServerGroupDeleteOption_Values returns all elements of the GameServerGroupDeleteOption enum

func GameServerGroupInstanceType_Values

func GameServerGroupInstanceType_Values() []string

GameServerGroupInstanceType_Values returns all elements of the GameServerGroupInstanceType enum

func GameServerGroupStatus_Values

func GameServerGroupStatus_Values() []string

GameServerGroupStatus_Values returns all elements of the GameServerGroupStatus enum

func GameServerHealthCheck_Values

func GameServerHealthCheck_Values() []string

GameServerHealthCheck_Values returns all elements of the GameServerHealthCheck enum

func GameServerInstanceStatus_Values

func GameServerInstanceStatus_Values() []string

GameServerInstanceStatus_Values returns all elements of the GameServerInstanceStatus enum

func GameServerProtectionPolicy_Values

func GameServerProtectionPolicy_Values() []string

GameServerProtectionPolicy_Values returns all elements of the GameServerProtectionPolicy enum

func GameServerUtilizationStatus_Values

func GameServerUtilizationStatus_Values() []string

GameServerUtilizationStatus_Values returns all elements of the GameServerUtilizationStatus enum

func GameSessionPlacementState_Values

func GameSessionPlacementState_Values() []string

GameSessionPlacementState_Values returns all elements of the GameSessionPlacementState enum

func GameSessionStatusReason_Values

func GameSessionStatusReason_Values() []string

GameSessionStatusReason_Values returns all elements of the GameSessionStatusReason enum

func GameSessionStatus_Values

func GameSessionStatus_Values() []string

GameSessionStatus_Values returns all elements of the GameSessionStatus enum

func InstanceStatus_Values

func InstanceStatus_Values() []string

InstanceStatus_Values returns all elements of the InstanceStatus enum

func IpProtocol_Values

func IpProtocol_Values() []string

IpProtocol_Values returns all elements of the IpProtocol enum

func LocationUpdateStatus_Values

func LocationUpdateStatus_Values() []string

LocationUpdateStatus_Values returns all elements of the LocationUpdateStatus enum

func MatchmakingConfigurationStatus_Values

func MatchmakingConfigurationStatus_Values() []string

MatchmakingConfigurationStatus_Values returns all elements of the MatchmakingConfigurationStatus enum

func MetricName_Values

func MetricName_Values() []string

MetricName_Values returns all elements of the MetricName enum

func OperatingSystem_Values

func OperatingSystem_Values() []string

OperatingSystem_Values returns all elements of the OperatingSystem enum

func PlayerSessionCreationPolicy_Values

func PlayerSessionCreationPolicy_Values() []string

PlayerSessionCreationPolicy_Values returns all elements of the PlayerSessionCreationPolicy enum

func PlayerSessionStatus_Values

func PlayerSessionStatus_Values() []string

PlayerSessionStatus_Values returns all elements of the PlayerSessionStatus enum

func PolicyType_Values

func PolicyType_Values() []string

PolicyType_Values returns all elements of the PolicyType enum

func PriorityType_Values

func PriorityType_Values() []string

PriorityType_Values returns all elements of the PriorityType enum

func ProtectionPolicy_Values

func ProtectionPolicy_Values() []string

ProtectionPolicy_Values returns all elements of the ProtectionPolicy enum

func RoutingStrategyType_Values

func RoutingStrategyType_Values() []string

RoutingStrategyType_Values returns all elements of the RoutingStrategyType enum

func ScalingAdjustmentType_Values

func ScalingAdjustmentType_Values() []string

ScalingAdjustmentType_Values returns all elements of the ScalingAdjustmentType enum

func ScalingStatusType_Values

func ScalingStatusType_Values() []string

ScalingStatusType_Values returns all elements of the ScalingStatusType enum

func SortOrder_Values

func SortOrder_Values() []string

SortOrder_Values returns all elements of the SortOrder enum

type AcceptMatchInput

type AcceptMatchInput struct {

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

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

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

Represents the input for a request operation.

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
}

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 {

    // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
    // that is assigned to a GameLift alias resource and uniquely identifies it.
    // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
    // In a GameLift alias ARN, the resource ID matches the alias ID value.
    AliasArn *string `type:"string"`

    // A unique identifier for the alias. Alias IDs are unique within a Region.
    AliasId *string `type:"string"`

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

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

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

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

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

Properties that describe an alias resource.

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

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 data type:value pairs. Maximum length for each string
    // value is 100 characters.
    SDM map[string]*float64 `type:"map"`

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

Values for use in Player attribute key-value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each AttributeValue object can use only one of the available properties.

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.

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 {

    // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
    // that is assigned to a GameLift build resource and uniquely identifies it.
    // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
    // In a GameLift build ARN, the resource ID matches the BuildId value.
    BuildArn *string `type:"string"`

    // A unique identifier for the build.
    BuildId *string `type:"string"`

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

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

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

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

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

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

Properties describing a custom game build.

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

func (Build) GoString

func (s Build) GoString() string

GoString returns the string representation

func (*Build) SetBuildArn

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

SetBuildArn sets the BuildArn field's value.

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 CertificateConfiguration

type CertificateConfiguration struct {

    // Indicates whether a TLS/SSL certificate is generated for a fleet.
    //
    // Valid values include:
    //
    //    * GENERATED - Generate a TLS/SSL certificate for this fleet.
    //
    //    * DISABLED - (default) Do not generate a TLS/SSL certificate for this
    //    fleet.
    //
    // CertificateType is a required field
    CertificateType *string `type:"string" required:"true" enum:"CertificateType"`
    // contains filtered or unexported fields
}

Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. All instances in a fleet share the same certificate. The certificate can be retrieved by calling the GameLift Server SDK (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html) operation GetInstanceCertificate.

A fleet's certificate configuration is part of FleetAttributes.

func (CertificateConfiguration) GoString

func (s CertificateConfiguration) GoString() string

GoString returns the string representation

func (*CertificateConfiguration) SetCertificateType

func (s *CertificateConfiguration) SetCertificateType(v string) *CertificateConfiguration

SetCertificateType sets the CertificateType field's value.

func (CertificateConfiguration) String

func (s CertificateConfiguration) String() string

String returns the string representation

func (*CertificateConfiguration) Validate

func (s *CertificateConfiguration) Validate() error

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

type ClaimGameServerInput

type ClaimGameServerInput struct {

    // A set of custom game server properties, formatted as a single string value.
    // This data is passed to a game client or service when it requests information
    // on game servers using ListGameServers or ClaimGameServer.
    GameServerData *string `min:"1" type:"string"`

    // A unique identifier for the game server group where the game server is running.
    // Use either the GameServerGroup name or ARN value. If you are not specifying
    // a game server to claim, this value identifies where you want GameLift FleetIQ
    // to look for an available game server to claim.
    //
    // GameServerGroupName is a required field
    GameServerGroupName *string `min:"1" type:"string" required:"true"`

    // A custom string that uniquely identifies the game server to claim. If this
    // parameter is left empty, GameLift FleetIQ searches for an available game
    // server in the specified game server group.
    GameServerId *string `min:"3" type:"string"`
    // contains filtered or unexported fields
}

func (ClaimGameServerInput) GoString

func (s ClaimGameServerInput) GoString() string

GoString returns the string representation

func (*ClaimGameServerInput) SetGameServerData

func (s *ClaimGameServerInput) SetGameServerData(v string) *ClaimGameServerInput

SetGameServerData sets the GameServerData field's value.

func (*ClaimGameServerInput) SetGameServerGroupName

func (s *ClaimGameServerInput) SetGameServerGroupName(v string) *ClaimGameServerInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*ClaimGameServerInput) SetGameServerId

func (s *ClaimGameServerInput) SetGameServerId(v string) *ClaimGameServerInput

SetGameServerId sets the GameServerId field's value.

func (ClaimGameServerInput) String

func (s ClaimGameServerInput) String() string

String returns the string representation

func (*ClaimGameServerInput) Validate

func (s *ClaimGameServerInput) Validate() error

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

type ClaimGameServerOutput

type ClaimGameServerOutput struct {

    // Object that describes the newly claimed game server.
    GameServer *GameServer `type:"structure"`
    // contains filtered or unexported fields
}

func (ClaimGameServerOutput) GoString

func (s ClaimGameServerOutput) GoString() string

GoString returns the string representation

func (*ClaimGameServerOutput) SetGameServer

func (s *ClaimGameServerOutput) SetGameServer(v *GameServer) *ClaimGameServerOutput

SetGameServer sets the GameServer field's value.

func (ClaimGameServerOutput) String

func (s ClaimGameServerOutput) String() string

String returns the string representation

type ConflictException

type ConflictException struct {
    RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"`

    Message_ *string `locationName:"Message" min:"1" type:"string"`
    // contains filtered or unexported fields
}

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.

func (*ConflictException) Code

func (s *ConflictException) Code() string

Code returns the exception type name.

func (*ConflictException) Error

func (s *ConflictException) Error() string

func (ConflictException) GoString

func (s ConflictException) GoString() string

GoString returns the string representation

func (*ConflictException) Message

func (s *ConflictException) Message() string

Message returns the exception's message.

func (*ConflictException) OrigErr

func (s *ConflictException) OrigErr() error

OrigErr always returns nil, satisfies awserr.Error interface.

func (*ConflictException) RequestID

func (s *ConflictException) RequestID() string

RequestID returns the service's response RequestID for request.

func (*ConflictException) StatusCode

func (s *ConflictException) StatusCode() int

Status code returns the HTTP status code for the request's response error.

func (ConflictException) String

func (s ConflictException) String() string

String returns the string representation

type CreateAliasInput

type CreateAliasInput struct {

    // A human-readable description of the alias.
    Description *string `min:"1" type:"string"`

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

    // The routing configuration, including routing type and fleet target, for the
    // alias.
    //
    // RoutingStrategy is a required field
    RoutingStrategy *RoutingStrategy `type:"structure" required:"true"`

    // A list of labels to assign to the new alias resource. Tags are developer-defined
    // key-value pairs. Tagging AWS resources are useful for resource management,
    // access management and cost allocation. For more information, see Tagging
    // AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
    // in the AWS General Reference. Once the resource is created, you can use TagResource,
    // UntagResource, and ListTagsForResource to add, remove, and view tags. The
    // maximum tag limit may be lower than stated. See the AWS General Reference
    // for actual tagging limits.
    Tags []*Tag `type:"list"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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) SetTags

func (s *CreateAliasInput) SetTags(v []*Tag) *CreateAliasInput

SetTags sets the Tags 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 {

    // The newly created alias resource.
    Alias *Alias `type:"structure"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

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 {

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

    // The operating system that the game server binaries are built to run on. This
    // value determines the type of fleet resources that you can use for this build.
    // If your game build contains multiple executables, they all must run on the
    // same operating system. If an operating system is not specified when creating
    // a build, Amazon GameLift uses the default value (WINDOWS_2012). This value
    // cannot be changed later.
    OperatingSystem *string `type:"string" enum:"OperatingSystem"`

    // Information indicating where your game build files are stored. Use this parameter
    // only when creating a build with files stored in an Amazon S3 bucket that
    // you own. The storage location must specify an Amazon S3 bucket name and key.
    // The location must also specify a role ARN that you set up to allow Amazon
    // GameLift to access your Amazon S3 bucket. The S3 bucket and your new build
    // must be in the same Region.
    StorageLocation *S3Location `type:"structure"`

    // A list of labels to assign to the new build resource. Tags are developer-defined
    // key-value pairs. Tagging AWS resources are useful for resource management,
    // access management and cost allocation. For more information, see Tagging
    // AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
    // in the AWS General Reference. Once the resource is created, you can use TagResource,
    // UntagResource, and ListTagsForResource to add, remove, and view tags. The
    // maximum tag limit may be lower than stated. See the AWS General Reference
    // for actual tagging limits.
    Tags []*Tag `type:"list"`

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

Represents the input for a request operation.

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) SetTags

func (s *CreateBuildInput) SetTags(v []*Tag) *CreateBuildInput

SetTags sets the Tags 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 resource, including a unique build IDs and status.
    Build *Build `type:"structure"`

    // Amazon S3 location for your game build file, including bucket name and key.
    StorageLocation *S3Location `type:"structure"`

    // This element is returned only when the operation is called without a storage
    // location. It contains credentials to use when you are uploading a build file
    // to an Amazon S3 bucket that is owned by Amazon GameLift. Credentials have
    // a limited life span. To refresh these credentials, call RequestUploadCredentials.
    UploadCredentials *AwsCredentials `type:"structure" sensitive:"true"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

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 {

    // The unique identifier for a custom game server build to be deployed on fleet
    // instances. You can use either the build ID or ARN. The build must be uploaded
    // to GameLift and in READY status. This fleet property cannot be changed later.
    BuildId *string `type:"string"`

    // Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS certificates
    // are used for encrypting traffic between game clients and the game servers
    // that are running on GameLift. By default, the CertificateConfiguration is
    // set to DISABLED. Learn more at Securing Client/Server Communication (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security).
    // This property cannot be changed after the fleet is created.
    //
    // Note: This feature requires the AWS Certificate Manager (ACM) service, which
    // is not available in all AWS regions. When working in a region that does not
    // support this feature, a fleet creation request with certificate generation
    // fails with a 4xx error.
    CertificateConfiguration *CertificateConfiguration `type:"structure"`

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

    // The allowed IP address ranges and port settings that allow inbound traffic
    // to access game sessions on this fleet. If the fleet is hosting a custom game
    // build, this property must be set before players can connect to game sessions.
    // For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges.
    EC2InboundPermissions []*IpPermission `type:"list"`

    // The GameLift-supported EC2 instance type to use for all fleet instances.
    // Instance type determines the computing resources that will be used to host
    // your game servers, including CPU, memory, storage, and networking capacity.
    // See Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/)
    // for detailed descriptions of EC2 instance types.
    //
    // EC2InstanceType is a required field
    EC2InstanceType *string `type:"string" required:"true" enum:"EC2InstanceType"`

    // Indicates whether to use On-Demand or Spot instances for this fleet. By default,
    // this property is set to ON_DEMAND. Learn more about when to use On-Demand
    // versus Spot Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot).
    // This property cannot be changed after the fleet is created.
    FleetType *string `type:"string" enum:"FleetType"`

    // A unique identifier for an AWS IAM role that manages access to your AWS services.
    // With an instance role ARN set, any application that runs on an instance in
    // this fleet can assume the role, including install scripts, server processes,
    // and daemons (background processes). Create a role or look up a role's ARN
    // by using the IAM dashboard (https://console.aws.amazon.com/iam/) in the AWS
    // Management Console. Learn more about using on-box credentials for your game
    // servers at Access external resources from a game server (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html).
    // This property cannot be changed after the fleet is created.
    InstanceRoleArn *string `min:"1" type:"string"`

    // A set of remote locations to deploy additional instances to and manage as
    // part of the fleet. This parameter can only be used when creating fleets in
    // AWS Regions that support multiple locations. You can add any GameLift-supported
    // AWS Region as a remote location, in the form of an AWS Region code such as
    // us-west-2. To create a fleet with instances in the home Region only, omit
    // this parameter.
    Locations []*LocationConfiguration `min:"1" type:"list"`

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

    // The name of an AWS CloudWatch metric group to add this fleet to. A metric
    // group is used to aggregate the metrics for multiple fleets. You can specify
    // an existing metric group name or set a new name to create a new metric group.
    // A fleet can be included in only one metric group at a time.
    MetricGroups []*string `type:"list"`

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

    // The status of termination protection for active game sessions on the fleet.
    // By default, this property is set to NoProtection. You can also set game session
    // protection for an individual game session by calling UpdateGameSession.
    //
    //    * NoProtection - Game sessions can be terminated during active gameplay
    //    as a result of a scale-down event.
    //
    //    * FullProtection - Game sessions in ACTIVE status cannot be terminated
    //    during a scale-down event.
    NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"`

    // Used when peering your GameLift fleet with a VPC, the unique identifier for
    // the AWS account that owns the VPC. You can find your account ID in the AWS
    // Management Console under account settings.
    PeerVpcAwsAccountId *string `min:"1" type:"string"`

    // A unique identifier for a VPC with resources to be accessed by your GameLift
    // fleet. The VPC must be in the same Region as your fleet. To look up a VPC
    // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS
    // Management Console. Learn more about VPC peering in VPC Peering with GameLift
    // Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
    PeerVpcId *string `min:"1" type:"string"`

    // A policy that limits the number of game sessions that an individual player
    // can create on instances in this fleet within a specified span of time.
    ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"`

    // Instructions for how to launch and maintain server processes on instances
    // in the fleet. The runtime configuration defines one or more server process
    // configurations, each identifying a build executable or Realtime script file
    // and the number of processes of that type to run concurrently.
    //
    // The RuntimeConfiguration parameter is required unless the fleet is being
    // configured using the older parameters ServerLaunchPath and ServerLaunchParameters,
    // which are still supported for backward compatibility.
    RuntimeConfiguration *RuntimeConfiguration `type:"structure"`

    // The unique identifier for a Realtime configuration script to be deployed
    // on fleet instances. You can use either the script ID or ARN. Scripts must
    // be uploaded to GameLift prior to creating the fleet. This fleet property
    // cannot be changed later.
    ScriptId *string `type:"string"`

    // This parameter is no longer used. Specify server launch parameters using
    // the RuntimeConfiguration parameter. Requests that use this parameter instead
    // continue to be valid.
    ServerLaunchParameters *string `min:"1" type:"string"`

    // This parameter is no longer used. Specify a server launch path using the
    // RuntimeConfiguration parameter. Requests that use this parameter instead
    // continue to be valid.
    ServerLaunchPath *string `min:"1" type:"string"`

    // A list of labels to assign to the new fleet resource. Tags are developer-defined
    // key-value pairs. Tagging AWS resources are useful for resource management,
    // access management and cost allocation. For more information, see Tagging
    // AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
    // in the AWS General Reference. Once the fleet is created, you can use TagResource,
    // UntagResource, and ListTagsForResource to add, remove, and view tags. The
    // maximum tag limit may be lower than stated. See the AWS General Reference
    // for actual tagging limits.
    Tags []*Tag `type:"list"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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) SetCertificateConfiguration

func (s *CreateFleetInput) SetCertificateConfiguration(v *CertificateConfiguration) *CreateFleetInput

SetCertificateConfiguration sets the CertificateConfiguration 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) SetFleetType

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

SetFleetType sets the FleetType field's value.

func (*CreateFleetInput) SetInstanceRoleArn

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

SetInstanceRoleArn sets the InstanceRoleArn field's value.

func (*CreateFleetInput) SetLocations

func (s *CreateFleetInput) SetLocations(v []*LocationConfiguration) *CreateFleetInput

SetLocations sets the Locations 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) SetScriptId

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

SetScriptId sets the ScriptId 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) SetTags

func (s *CreateFleetInput) SetTags(v []*Tag) *CreateFleetInput

SetTags sets the Tags 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 CreateFleetLocationsInput

type CreateFleetLocationsInput struct {

    // A unique identifier for the fleet to add locations to. You can use either
    // the fleet ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

    // A list of locations to deploy additional instances to and manage as part
    // of the fleet. You can add any GameLift-supported AWS Region as a remote location,
    // in the form of an AWS Region code such as us-west-2.
    //
    // Locations is a required field
    Locations []*LocationConfiguration `min:"1" type:"list" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

func (CreateFleetLocationsInput) GoString

func (s CreateFleetLocationsInput) GoString() string

GoString returns the string representation

func (*CreateFleetLocationsInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*CreateFleetLocationsInput) SetLocations

func (s *CreateFleetLocationsInput) SetLocations(v []*LocationConfiguration) *CreateFleetLocationsInput

SetLocations sets the Locations field's value.

func (CreateFleetLocationsInput) String

func (s CreateFleetLocationsInput) String() string

String returns the string representation

func (*CreateFleetLocationsInput) Validate

func (s *CreateFleetLocationsInput) Validate() error

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

type CreateFleetLocationsOutput

type CreateFleetLocationsOutput struct {

    // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
    // that is assigned to a GameLift fleet resource and uniquely identifies it.
    // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
    FleetArn *string `type:"string"`

    // A unique identifier for the fleet that was updated with new locations.
    FleetId *string `type:"string"`

    // The remote locations that are being added to the fleet, and the life-cycle
    // status of each location. For new locations, the status is set to NEW. During
    // location creation, GameLift updates each location's status as instances are
    // deployed there and prepared for game hosting. This list does not include
    // the fleet home Region or any remote locations that were already added to
    // the fleet.
    LocationStates []*LocationState `type:"list"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (CreateFleetLocationsOutput) GoString

func (s CreateFleetLocationsOutput) GoString() string

GoString returns the string representation

func (*CreateFleetLocationsOutput) SetFleetArn

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

SetFleetArn sets the FleetArn field's value.

func (*CreateFleetLocationsOutput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*CreateFleetLocationsOutput) SetLocationStates

func (s *CreateFleetLocationsOutput) SetLocationStates(v []*LocationState) *CreateFleetLocationsOutput

SetLocationStates sets the LocationStates field's value.

func (CreateFleetLocationsOutput) String

func (s CreateFleetLocationsOutput) String() string

String returns the string representation

type CreateFleetOutput

type CreateFleetOutput struct {

    // The properties for the new fleet, including the current status. All fleets
    // are placed in NEW status on creation.
    FleetAttributes *FleetAttributes `type:"structure"`

    // The fleet's locations and life-cycle status of each location. For new fleets,
    // the status of all locations is set to NEW. During fleet creation, GameLift
    // updates each location status as instances are deployed there and prepared
    // for game hosting. This list includes an entry for the fleet's home Region.
    // For fleets with no remote locations, only one entry, representing the home
    // Region, is returned.
    LocationStates []*LocationState `type:"list"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

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) SetLocationStates

func (s *CreateFleetOutput) SetLocationStates(v []*LocationState) *CreateFleetOutput

SetLocationStates sets the LocationStates field's value.

func (CreateFleetOutput) String

func (s CreateFleetOutput) String() string

String returns the string representation

type CreateGameServerGroupInput

type CreateGameServerGroupInput struct {

    // Configuration settings to define a scaling policy for the Auto Scaling group
    // that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers"
    // to maintain a buffer of idle game servers that can immediately accommodate
    // new games and players. After the Auto Scaling group is created, update this
    // value directly in the Auto Scaling group using the AWS console or APIs.
    AutoScalingPolicy *GameServerGroupAutoScalingPolicy `type:"structure"`

    // Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand
    // Instances in the game server group. Method options include the following:
    //
    //    * SPOT_ONLY - Only Spot Instances are used in the game server group. If
    //    Spot Instances are unavailable or not viable for game hosting, the game
    //    server group provides no hosting capacity until Spot Instances can again
    //    be used. Until then, no new instances are started, and the existing nonviable
    //    Spot Instances are terminated (after current gameplay ends) and are not
    //    replaced.
    //
    //    * SPOT_PREFERRED - (default value) Spot Instances are used whenever available
    //    in the game server group. If Spot Instances are unavailable, the game
    //    server group continues to provide hosting capacity by falling back to
    //    On-Demand Instances. Existing nonviable Spot Instances are terminated
    //    (after current gameplay ends) and are replaced with new On-Demand Instances.
    //
    //    * ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server
    //    group. No Spot Instances are used, even when available, while this balancing
    //    strategy is in force.
    BalancingStrategy *string `type:"string" enum:"BalancingStrategy"`

    // An identifier for the new game server group. This value is used to generate
    // unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ
    // game server group. The name must be unique per Region per AWS account.
    //
    // GameServerGroupName is a required field
    GameServerGroupName *string `min:"1" type:"string" required:"true"`

    // A flag that indicates whether instances in the game server group are protected
    // from early termination. Unprotected instances that have active game servers
    // running might be terminated during a scale-down event, causing players to
    // be dropped from the game. Protected instances cannot be terminated while
    // there are active game servers running except in the event of a forced game
    // server group deletion (see ). An exception to this is with Spot Instances,
    // which can be terminated by AWS regardless of protection status. This property
    // is set to NO_PROTECTION by default.
    GameServerProtectionPolicy *string `type:"string" enum:"GameServerProtectionPolicy"`

    // The EC2 instance types and sizes to use in the Auto Scaling group. The instance
    // definitions must specify at least two different instance types that are supported
    // by GameLift FleetIQ. For more information on instance types, see EC2 Instance
    // Types (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html)
    // in the Amazon EC2 User Guide. You can optionally specify capacity weighting
    // for each instance type. If no weight value is specified for an instance type,
    // it is set to the default value "1". For more information about capacity weighting,
    // see Instance Weighting for Amazon EC2 Auto Scaling (https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html)
    // in the Amazon EC2 Auto Scaling User Guide.
    //
    // InstanceDefinitions is a required field
    InstanceDefinitions []*InstanceDefinition `min:"2" type:"list" required:"true"`

    // The EC2 launch template that contains configuration settings and game server
    // code to be deployed to all instances in the game server group. You can specify
    // the template using either the template name or ID. For help with creating
    // a launch template, see Creating a Launch Template for an Auto Scaling Group
    // (https://docs.aws.amazon.com/autoscaling/ec2/userguide/create-launch-template.html)
    // in the Amazon EC2 Auto Scaling User Guide. After the Auto Scaling group is
    // created, update this value directly in the Auto Scaling group using the AWS
    // console or APIs.
    //
    // If you specify network interfaces in your launch template, you must explicitly
    // set the property AssociatePublicIpAddress to "true". If no network interface
    // is specified in the launch template, GameLift FleetIQ uses your account's
    // default VPC.
    //
    // LaunchTemplate is a required field
    LaunchTemplate *LaunchTemplateSpecification `type:"structure" required:"true"`

    // The maximum number of instances allowed in the EC2 Auto Scaling group. During
    // automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group
    // above this maximum. After the Auto Scaling group is created, update this
    // value directly in the Auto Scaling group using the AWS console or APIs.
    //
    // MaxSize is a required field
    MaxSize *int64 `min:"1" type:"integer" required:"true"`

    // The minimum number of instances allowed in the EC2 Auto Scaling group. During
    // automatic scaling events, GameLift FleetIQ and EC2 do not scale down the
    // group below this minimum. In production, this value should be set to at least
    // 1. After the Auto Scaling group is created, update this value directly in
    // the Auto Scaling group using the AWS console or APIs.
    //
    // MinSize is a required field
    MinSize *int64 `type:"integer" required:"true"`

    // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
    // for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
    // groups.
    //
    // RoleArn is a required field
    RoleArn *string `min:"1" type:"string" required:"true"`

    // A list of labels to assign to the new game server group resource. Tags are
    // developer-defined key-value pairs. Tagging AWS resources is useful for resource
    // management, access management, and cost allocation. For more information,
    // see Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
    // in the AWS General Reference. Once the resource is created, you can use TagResource,
    // UntagResource, and ListTagsForResource to add, remove, and view tags, respectively.
    // The maximum tag limit may be lower than stated. See the AWS General Reference
    // for actual tagging limits.
    Tags []*Tag `type:"list"`

    // A list of virtual private cloud (VPC) subnets to use with instances in the
    // game server group. By default, all GameLift FleetIQ-supported Availability
    // Zones are used. You can use this parameter to specify VPCs that you've set
    // up. This property cannot be updated after the game server group is created,
    // and the corresponding Auto Scaling group will always use the property value
    // that is set with this request, even if the Auto Scaling group is updated
    // directly.
    VpcSubnets []*string `min:"1" type:"list"`
    // contains filtered or unexported fields
}

func (CreateGameServerGroupInput) GoString

func (s CreateGameServerGroupInput) GoString() string

GoString returns the string representation

func (*CreateGameServerGroupInput) SetAutoScalingPolicy

func (s *CreateGameServerGroupInput) SetAutoScalingPolicy(v *GameServerGroupAutoScalingPolicy) *CreateGameServerGroupInput

SetAutoScalingPolicy sets the AutoScalingPolicy field's value.

func (*CreateGameServerGroupInput) SetBalancingStrategy

func (s *CreateGameServerGroupInput) SetBalancingStrategy(v string) *CreateGameServerGroupInput

SetBalancingStrategy sets the BalancingStrategy field's value.

func (*CreateGameServerGroupInput) SetGameServerGroupName

func (s *CreateGameServerGroupInput) SetGameServerGroupName(v string) *CreateGameServerGroupInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*CreateGameServerGroupInput) SetGameServerProtectionPolicy

func (s *CreateGameServerGroupInput) SetGameServerProtectionPolicy(v string) *CreateGameServerGroupInput

SetGameServerProtectionPolicy sets the GameServerProtectionPolicy field's value.

func (*CreateGameServerGroupInput) SetInstanceDefinitions

func (s *CreateGameServerGroupInput) SetInstanceDefinitions(v []*InstanceDefinition) *CreateGameServerGroupInput

SetInstanceDefinitions sets the InstanceDefinitions field's value.

func (*CreateGameServerGroupInput) SetLaunchTemplate

func (s *CreateGameServerGroupInput) SetLaunchTemplate(v *LaunchTemplateSpecification) *CreateGameServerGroupInput

SetLaunchTemplate sets the LaunchTemplate field's value.

func (*CreateGameServerGroupInput) SetMaxSize

func (s *CreateGameServerGroupInput) SetMaxSize(v int64) *CreateGameServerGroupInput

SetMaxSize sets the MaxSize field's value.

func (*CreateGameServerGroupInput) SetMinSize

func (s *CreateGameServerGroupInput) SetMinSize(v int64) *CreateGameServerGroupInput

SetMinSize sets the MinSize field's value.

func (*CreateGameServerGroupInput) SetRoleArn

func (s *CreateGameServerGroupInput) SetRoleArn(v string) *CreateGameServerGroupInput

SetRoleArn sets the RoleArn field's value.

func (*CreateGameServerGroupInput) SetTags

func (s *CreateGameServerGroupInput) SetTags(v []*Tag) *CreateGameServerGroupInput

SetTags sets the Tags field's value.

func (*CreateGameServerGroupInput) SetVpcSubnets

func (s *CreateGameServerGroupInput) SetVpcSubnets(v []*string) *CreateGameServerGroupInput

SetVpcSubnets sets the VpcSubnets field's value.

func (CreateGameServerGroupInput) String

func (s CreateGameServerGroupInput) String() string

String returns the string representation

func (*CreateGameServerGroupInput) Validate

func (s *CreateGameServerGroupInput) Validate() error

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

type CreateGameServerGroupOutput

type CreateGameServerGroupOutput struct {

    // The newly created game server group object, including the new ARN value for
    // the GameLift FleetIQ game server group and the object's status. The EC2 Auto
    // Scaling group ARN is initially null, since the group has not yet been created.
    // This value is added once the game server group status reaches ACTIVE.
    GameServerGroup *GameServerGroup `type:"structure"`
    // contains filtered or unexported fields
}

func (CreateGameServerGroupOutput) GoString

func (s CreateGameServerGroupOutput) GoString() string

GoString returns the string representation

func (*CreateGameServerGroupOutput) SetGameServerGroup

func (s *CreateGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *CreateGameServerGroupOutput

SetGameServerGroup sets the GameServerGroup field's value.

func (CreateGameServerGroupOutput) String

func (s CreateGameServerGroupOutput) String() string

String returns the string representation

type CreateGameSessionInput

type CreateGameSessionInput struct {

    // A unique identifier for the alias associated with the fleet to create a game
    // session in. You can use either the alias ID or ARN value. Each request must
    // reference either a fleet ID or alias ID, but not both.
    AliasId *string `type:"string"`

    // A unique identifier for a player or entity creating the game session. This
    // parameter is required when requesting a new game session on a fleet with
    // a resource creation limit policy. This type of policy limits the number of
    // concurrent active game sessions that one player can create within a certain
    // time span. GameLift uses the CreatorId to evaluate the new request against
    // the policy.
    CreatorId *string `min:"1" type:"string"`

    // A unique identifier for the fleet to create a game session in. You can use
    // either the fleet ID or ARN value. Each request must reference either a fleet
    // ID or alias ID, but not both.
    FleetId *string `type:"string"`

    // A set of custom properties for a game session, formatted as key:value pairs.
    // These properties are passed to a game server process in the GameSession object
    // with a request to start a new game session.
    GameProperties []*GameProperty `type:"list"`

    // A set of custom game session properties, formatted as a single string value.
    // This data is passed to a game server process in the GameSession object with
    // a request to start a new game session.
    GameSessionData *string `min:"1" type:"string"`

    // This parameter is no longer preferred. Please use IdempotencyToken instead.
    // Custom string that uniquely identifies a request for a new game session.
    // Maximum token length is 48 characters. If provided, this string is included
    // in the new game session's ID.
    GameSessionId *string `min:"1" type:"string"`

    // Custom string that uniquely identifies the new game session request. This
    // is useful for ensuring that game session requests with the same idempotency
    // token are processed only once. Subsequent requests with the same string return
    // the original GameSession object, with an updated status. Maximum token length
    // is 48 characters. If provided, this string is included in the new game session's
    // ID. A game session ARN has the following format: arn:aws:gamelift:<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"`

    // A fleet's remote location to place the new game session in. If this parameter
    // is not set, the new game session is placed in the fleet's home Region. Specify
    // a remote location with an AWS Region code such as us-west-2.
    Location *string `min:"1" type:"string"`

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

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

Represents the input for a request operation.

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) SetLocation

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

SetLocation sets the Location 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 operation.

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 {

    // Information to be added to all events that are related to this game session
    // queue.
    CustomEventData *string `type:"string"`

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

    // A list of locations where a queue is allowed to place new game sessions.
    // Locations are specified in the form of AWS Region codes, such as us-west-2.
    // If this parameter is not set, game sessions can be placed in any queue location.
    FilterConfiguration *FilterConfiguration `type:"structure"`

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

    // An SNS topic ARN that is set up to receive game session placement notifications.
    // See Setting up notifications for game session placement (https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html).
    NotificationTarget *string `type:"string"`

    // A set of policies that act as a sliding cap on player latency. FleetIQ works
    // to deliver low latency for most players in a game session. These policies
    // ensure that no individual player can be placed into a game with unreasonably
    // high latency. Use multiple policies to gradually relax latency requirements
    // a step at a time. Multiple policies are applied based on their maximum allowed
    // latency, starting with the lowest value.
    PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"`

    // Custom settings to use when prioritizing destinations and locations for game
    // session placements. This configuration replaces the FleetIQ default prioritization
    // process. Priority types that are not explicitly named will be automatically
    // applied at the end of the prioritization process.
    PriorityConfiguration *PriorityConfiguration `type:"structure"`

    // A list of labels to assign to the new game session queue resource. Tags are
    // developer-defined key-value pairs. Tagging AWS resources are useful for resource
    // management, access management and cost allocation. For more information,
    // see Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
    // in the AWS General Reference. Once the resource is created, you can use TagResource,
    // UntagResource, and ListTagsForResource to add, remove, and view tags. The
    // maximum tag limit may be lower than stated. See the AWS General Reference
    // for actual tagging limits.
    Tags []*Tag `type:"list"`

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

Represents the input for a request operation.

func (CreateGameSessionQueueInput) GoString

func (s CreateGameSessionQueueInput) GoString() string

GoString returns the string representation

func (*CreateGameSessionQueueInput) SetCustomEventData

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

SetCustomEventData sets the CustomEventData field's value.

func (*CreateGameSessionQueueInput) SetDestinations

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

SetDestinations sets the Destinations field's value.

func (*CreateGameSessionQueueInput) SetFilterConfiguration

func (s *CreateGameSessionQueueInput) SetFilterConfiguration(v *FilterConfiguration) *CreateGameSessionQueueInput

SetFilterConfiguration sets the FilterConfiguration field's value.

func (*CreateGameSessionQueueInput) SetName

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

SetName sets the Name field's value.

func (*CreateGameSessionQueueInput) SetNotificationTarget

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

SetNotificationTarget sets the NotificationTarget field's value.

func (*CreateGameSessionQueueInput) SetPlayerLatencyPolicies

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

SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.

func (*CreateGameSessionQueueInput) SetPriorityConfiguration

func (s *CreateGameSessionQueueInput) SetPriorityConfiguration(v *PriorityConfiguration) *CreateGameSessionQueueInput

SetPriorityConfiguration sets the PriorityConfiguration field's value.

func (*CreateGameSessionQueueInput) SetTags

func (s *CreateGameSessionQueueInput) SetTags(v []*Tag) *CreateGameSessionQueueInput

SetTags sets the Tags 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 {

    // An 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 operation.

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 {

    // A flag that determines whether a match that was created with this configuration
    // must be accepted by the matched players. To require acceptance, set to TRUE.
    // With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE
    // to indicate when a completed potential match is waiting for player acceptance.
    //
    // AcceptanceRequired is a required field
    AcceptanceRequired *bool `type:"boolean" required:"true"`

    // The length of time (in seconds) to wait for players to accept a proposed
    // match, if acceptance is required.
    AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"`

    // The number of player slots in a match to keep open for future players. For
    // example, if the configuration's rule set specifies a match for a single 12-person
    // team, and the additional player count is set to 2, only 10 players are selected
    // for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.
    AdditionalPlayerCount *int64 `type:"integer"`

    // The method used to backfill game sessions that are created with this matchmaking
    // configuration. Specify MANUAL when your game manages backfill requests manually
    // or does not use the match backfill feature. Specify AUTOMATIC to have GameLift
    // create a StartMatchBackfill request whenever a game session has one or more
    // open slots. Learn more about manual and automatic backfill in Backfill Existing
    // Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html).
    // Automatic backfill is not available when FlexMatchMode is set to STANDALONE.
    BackfillMode *string `type:"string" enum:"BackfillMode"`

    // Information to be added to all events related to this matchmaking configuration.
    CustomEventData *string `type:"string"`

    // A human-readable description of the matchmaking configuration.
    Description *string `min:"1" type:"string"`

    // Indicates whether this matchmaking configuration is being used with GameLift
    // hosting or as a standalone matchmaking solution.
    //
    //    * STANDALONE - FlexMatch forms matches and returns match information,
    //    including players and team assignments, in a MatchmakingSucceeded (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded)
    //    event.
    //
    //    * WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift
    //    queue to start a game session for the match.
    FlexMatchMode *string `type:"string" enum:"FlexMatchMode"`

    // A set of custom properties for a game session, formatted as key:value pairs.
    // These properties are passed to a game server process in the GameSession object
    // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
    // This information is added to the new GameSession object that is created for
    // a successful match. This parameter is not used if FlexMatchMode is set to
    // STANDALONE.
    GameProperties []*GameProperty `type:"list"`

    // A set of custom game session properties, formatted as a single string value.
    // This data is passed to a game server process in the GameSession object with
    // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
    // This information is added to the new GameSession object that is created for
    // a successful match. This parameter is not used if FlexMatchMode is set to
    // STANDALONE.
    GameSessionData *string `min:"1" type:"string"`

    // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
    // that is assigned to a GameLift game session queue resource and uniquely identifies
    // it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue
    // name>. Queues can be located in any Region. Queues are used to start new
    // GameLift-hosted game sessions for matches that are created with this matchmaking
    // configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.
    GameSessionQueueArns []*string `type:"list"`

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

    // An SNS topic ARN that is set up to receive matchmaking notifications. See
    // Setting up notifications for matchmaking (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html)
    // for more information.
    NotificationTarget *string `type:"string"`

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

    // A unique identifier for the matchmaking rule set to use with this configuration.
    // You can use either the rule set name or ARN value. A matchmaking configuration
    // can only use rule sets that are defined in the same Region.
    //
    // RuleSetName is a required field
    RuleSetName *string `min:"1" type:"string" required:"true"`

    // A list of labels to assign to the new matchmaking configuration resource.
    // Tags are developer-defined key-value pairs. Tagging AWS resources are useful
    // for resource management, access management and cost allocation. For more
    // information, see Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
    // in the AWS General Reference. Once the resource is created, you can use TagResource,
    // UntagResource, and ListTagsForResource to add, remove, and view tags. The
    // maximum tag limit may be lower than stated. See the AWS General Reference
    // for actual tagging limits.
    Tags []*Tag `type:"list"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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) SetBackfillMode

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

SetBackfillMode sets the BackfillMode 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) SetFlexMatchMode

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

SetFlexMatchMode sets the FlexMatchMode 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) SetTags

func (s *CreateMatchmakingConfigurationInput) SetTags(v []*Tag) *CreateMatchmakingConfigurationInput

SetTags sets the Tags 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 operation.

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 {

    // A unique identifier for the matchmaking rule set. A matchmaking configuration
    // identifies the rule set it uses by this name value. Note that the rule set
    // name is different from the optional name field in the rule set body.
    //
    // Name is a required field
    Name *string `type:"string" required:"true"`

    // A collection of matchmaking rules, formatted as a JSON string. Comments are
    // not allowed in JSON, but most elements support a description field.
    //
    // RuleSetBody is a required field
    RuleSetBody *string `min:"1" type:"string" required:"true"`

    // A list of labels to assign to the new matchmaking rule set resource. Tags
    // are developer-defined key-value pairs. Tagging AWS resources are useful for
    // resource management, access management and cost allocation. For more information,
    // see Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
    // in the AWS General Reference. Once the resource is created, you can use TagResource,
    // UntagResource, and ListTagsForResource to add, remove, and view tags. The
    // maximum tag limit may be lower than stated. See the AWS General Reference
    // for actual tagging limits.
    Tags []*Tag `type:"list"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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) SetTags

func (s *CreateMatchmakingRuleSetInput) SetTags(v []*Tag) *CreateMatchmakingRuleSetInput

SetTags sets the Tags 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 {

    // 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 operation.

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 {

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

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

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

Represents the input for a request operation.

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 operation.

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 {

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

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

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

Represents the input for a request operation.

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 {

    // A 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 operation.

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 CreateScriptInput

type CreateScriptInput struct {

    // A descriptive label that is associated with a script. Script names do not
    // need to be unique. You can use UpdateScript to change this value later.
    Name *string `min:"1" type:"string"`

    // The location of the Amazon S3 bucket where a zipped file containing your
    // Realtime scripts is stored. The storage location must specify the Amazon
    // S3 bucket name, the zip file name (the "key"), and a role ARN that allows
    // Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must
    // be in the same Region where you want to create a new script. By default,
    // Amazon GameLift uploads the latest version of the zip file; if you have S3
    // object versioning turned on, you can use the ObjectVersion parameter to specify
    // an earlier version.
    StorageLocation *S3Location `type:"structure"`

    // A list of labels to assign to the new script resource. Tags are developer-defined
    // key-value pairs. Tagging AWS resources are useful for resource management,
    // access management and cost allocation. For more information, see Tagging
    // AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
    // in the AWS General Reference. Once the resource is created, you can use TagResource,
    // UntagResource, and ListTagsForResource to add, remove, and view tags. The
    // maximum tag limit may be lower than stated. See the AWS General Reference
    // for actual tagging limits.
    Tags []*Tag `type:"list"`

    // Version information that is associated with a build or script. Version strings
    // do not need to be unique. You can use UpdateScript to change this value later.
    Version *string `min:"1" type:"string"`

    // A data object containing your Realtime scripts and dependencies as a zip
    // file. The zip file can have one or multiple files. Maximum size of a zip
    // file is 5 MB.
    //
    // When using the AWS CLI tool to create a script, this parameter is set to
    // the zip file name. It must be prepended with the string "fileb://" to indicate
    // that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.
    //
    // ZipFile is automatically base64 encoded/decoded by the SDK.
    ZipFile []byte `type:"blob"`
    // contains filtered or unexported fields
}

func (CreateScriptInput) GoString

func (s CreateScriptInput) GoString() string

GoString returns the string representation

func (*CreateScriptInput) SetName

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

SetName sets the Name field's value.

func (*CreateScriptInput) SetStorageLocation

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

SetStorageLocation sets the StorageLocation field's value.

func (*CreateScriptInput) SetTags

func (s *CreateScriptInput) SetTags(v []*Tag) *CreateScriptInput

SetTags sets the Tags field's value.

func (*CreateScriptInput) SetVersion

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

SetVersion sets the Version field's value.

func (*CreateScriptInput) SetZipFile

func (s *CreateScriptInput) SetZipFile(v []byte) *CreateScriptInput

SetZipFile sets the ZipFile field's value.

func (CreateScriptInput) String

func (s CreateScriptInput) String() string

String returns the string representation

func (*CreateScriptInput) Validate

func (s *CreateScriptInput) Validate() error

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

type CreateScriptOutput

type CreateScriptOutput struct {

    // The newly created script record with a unique script ID and ARN. The new
    // script's storage location reflects an Amazon S3 location: (1) If the script
    // was uploaded from an S3 bucket under your account, the storage location reflects
    // the information that was provided in the CreateScript request; (2) If the
    // script file was uploaded from a local zip file, the storage location reflects
    // an S3 location controls by the Amazon GameLift service.
    Script *Script `type:"structure"`
    // contains filtered or unexported fields
}

func (CreateScriptOutput) GoString

func (s CreateScriptOutput) GoString() string

GoString returns the string representation

func (*CreateScriptOutput) SetScript

func (s *CreateScriptOutput) SetScript(v *Script) *CreateScriptOutput

SetScript sets the Script field's value.

func (CreateScriptOutput) String

func (s CreateScriptOutput) String() string

String returns the string representation

type CreateVpcPeeringAuthorizationInput

type CreateVpcPeeringAuthorizationInput struct {

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

    // A unique identifier for a VPC with resources to be accessed by your GameLift
    // fleet. The VPC must be in the same Region as your fleet. To look up a VPC
    // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS
    // Management Console. Learn more about VPC peering in VPC Peering with GameLift
    // Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
    //
    // PeerVpcId is a required field
    PeerVpcId *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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 operation.

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 {

    // A unique identifier for the fleet. You can use either the fleet ID or ARN
    // value. This tells Amazon GameLift which GameLift VPC to peer with.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

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

    // A unique identifier for a VPC with resources to be accessed by your GameLift
    // fleet. The VPC must be in the same Region as your fleet. To look up a VPC
    // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS
    // Management Console. Learn more about VPC peering in VPC Peering with GameLift
    // Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
    //
    // PeerVpcId is a required field
    PeerVpcId *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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
}

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 {

    // A unique identifier of the alias that you want to delete. You can use either
    // the alias ID or ARN value.
    //
    // AliasId is a required field
    AliasId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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
}

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 {

    // A unique identifier for the build to delete. You can use either the build
    // ID or ARN value.
    //
    // BuildId is a required field
    BuildId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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
}

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 {

    // A unique identifier for the fleet to be deleted. You can use either the fleet
    // ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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 DeleteFleetLocationsInput

type DeleteFleetLocationsInput struct {

    // A unique identifier for the fleet to delete locations for. You can use either
    // the fleet ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

    // The list of fleet locations to delete. Specify locations in the form of an
    // AWS Region code, such as us-west-2.
    //
    // Locations is a required field
    Locations []*string `min:"1" type:"list" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

func (DeleteFleetLocationsInput) GoString

func (s DeleteFleetLocationsInput) GoString() string

GoString returns the string representation

func (*DeleteFleetLocationsInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*DeleteFleetLocationsInput) SetLocations

func (s *DeleteFleetLocationsInput) SetLocations(v []*string) *DeleteFleetLocationsInput

SetLocations sets the Locations field's value.

func (DeleteFleetLocationsInput) String

func (s DeleteFleetLocationsInput) String() string

String returns the string representation

func (*DeleteFleetLocationsInput) Validate

func (s *DeleteFleetLocationsInput) Validate() error

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

type DeleteFleetLocationsOutput

type DeleteFleetLocationsOutput struct {

    // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
    // that is assigned to a GameLift fleet resource and uniquely identifies it.
    // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
    FleetArn *string `type:"string"`

    // A unique identifier for the fleet that location attributes are being deleted
    // for.
    FleetId *string `type:"string"`

    // The remote locations that are being deleted, with each location status set
    // to DELETING.
    LocationStates []*LocationState `type:"list"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DeleteFleetLocationsOutput) GoString

func (s DeleteFleetLocationsOutput) GoString() string

GoString returns the string representation

func (*DeleteFleetLocationsOutput) SetFleetArn

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

SetFleetArn sets the FleetArn field's value.

func (*DeleteFleetLocationsOutput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*DeleteFleetLocationsOutput) SetLocationStates

func (s *DeleteFleetLocationsOutput) SetLocationStates(v []*LocationState) *DeleteFleetLocationsOutput

SetLocationStates sets the LocationStates field's value.

func (DeleteFleetLocationsOutput) String

func (s DeleteFleetLocationsOutput) String() string

String returns the string representation

type DeleteFleetOutput

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

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 DeleteGameServerGroupInput

type DeleteGameServerGroupInput struct {

    // The type of delete to perform. Options include the following:
    //
    //    * SAFE_DELETE – (default) Terminates the game server group and EC2 Auto
    //    Scaling group only when it has no game servers that are in UTILIZED status.
    //
    //    * FORCE_DELETE – Terminates the game server group, including all active
    //    game servers regardless of their utilization status, and the EC2 Auto
    //    Scaling group.
    //
    //    * RETAIN – Does a safe delete of the game server group but retains the
    //    EC2 Auto Scaling group as is.
    DeleteOption *string `type:"string" enum:"GameServerGroupDeleteOption"`

    // A unique identifier for the game server group. Use either the GameServerGroup
    // name or ARN value.
    //
    // GameServerGroupName is a required field
    GameServerGroupName *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

func (DeleteGameServerGroupInput) GoString

func (s DeleteGameServerGroupInput) GoString() string

GoString returns the string representation

func (*DeleteGameServerGroupInput) SetDeleteOption

func (s *DeleteGameServerGroupInput) SetDeleteOption(v string) *DeleteGameServerGroupInput

SetDeleteOption sets the DeleteOption field's value.

func (*DeleteGameServerGroupInput) SetGameServerGroupName

func (s *DeleteGameServerGroupInput) SetGameServerGroupName(v string) *DeleteGameServerGroupInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (DeleteGameServerGroupInput) String

func (s DeleteGameServerGroupInput) String() string

String returns the string representation

func (*DeleteGameServerGroupInput) Validate

func (s *DeleteGameServerGroupInput) Validate() error

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

type DeleteGameServerGroupOutput

type DeleteGameServerGroupOutput struct {

    // An object that describes the deleted game server group resource, with status
    // updated to DELETE_SCHEDULED.
    GameServerGroup *GameServerGroup `type:"structure"`
    // contains filtered or unexported fields
}

func (DeleteGameServerGroupOutput) GoString

func (s DeleteGameServerGroupOutput) GoString() string

GoString returns the string representation

func (*DeleteGameServerGroupOutput) SetGameServerGroup

func (s *DeleteGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *DeleteGameServerGroupOutput

SetGameServerGroup sets the GameServerGroup field's value.

func (DeleteGameServerGroupOutput) String

func (s DeleteGameServerGroupOutput) String() string

String returns the string representation

type DeleteGameSessionQueueInput

type DeleteGameSessionQueueInput struct {

    // A descriptive label that is associated with game session queue. Queue names
    // must be unique within each Region. You can use either the queue ID or ARN
    // value.
    //
    // Name is a required field
    Name *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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
}

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 {

    // A unique identifier for the matchmaking configuration. You can use either
    // the configuration name or ARN value.
    //
    // Name is a required field
    Name *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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
}

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 DeleteMatchmakingRuleSetInput

type DeleteMatchmakingRuleSetInput struct {

    // A unique identifier for the matchmaking rule set to be deleted. (Note: The
    // rule set name is different from the optional "name" field in the rule set
    // body.) You can use either the rule set name or ARN value.
    //
    // Name is a required field
    Name *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

func (DeleteMatchmakingRuleSetInput) GoString

func (s DeleteMatchmakingRuleSetInput) GoString() string

GoString returns the string representation

func (*DeleteMatchmakingRuleSetInput) SetName

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

SetName sets the Name field's value.

func (DeleteMatchmakingRuleSetInput) String

func (s DeleteMatchmakingRuleSetInput) String() string

String returns the string representation

func (*DeleteMatchmakingRuleSetInput) Validate

func (s *DeleteMatchmakingRuleSetInput) Validate() error

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

type DeleteMatchmakingRuleSetOutput

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

Represents the returned data in response to a request operation.

func (DeleteMatchmakingRuleSetOutput) GoString

func (s DeleteMatchmakingRuleSetOutput) GoString() string

GoString returns the string representation

func (DeleteMatchmakingRuleSetOutput) String

func (s DeleteMatchmakingRuleSetOutput) String() string

String returns the string representation

type DeleteScalingPolicyInput

type DeleteScalingPolicyInput struct {

    // A unique identifier for the fleet to be deleted. You can use either the fleet
    // ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

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

Represents the input for a request operation.

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
}

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 DeleteScriptInput

type DeleteScriptInput struct {

    // A unique identifier for the Realtime script to delete. You can use either
    // the script ID or ARN value.
    //
    // ScriptId is a required field
    ScriptId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

func (DeleteScriptInput) GoString

func (s DeleteScriptInput) GoString() string

GoString returns the string representation

func (*DeleteScriptInput) SetScriptId

func (s *DeleteScriptInput) SetScriptId(v string) *DeleteScriptInput

SetScriptId sets the ScriptId field's value.

func (DeleteScriptInput) String

func (s DeleteScriptInput) String() string

String returns the string representation

func (*DeleteScriptInput) Validate

func (s *DeleteScriptInput) Validate() error

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

type DeleteScriptOutput

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

func (DeleteScriptOutput) GoString

func (s DeleteScriptOutput) GoString() string

GoString returns the string representation

func (DeleteScriptOutput) String

func (s DeleteScriptOutput) String() string

String returns the string representation

type DeleteVpcPeeringAuthorizationInput

type DeleteVpcPeeringAuthorizationInput struct {

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

    // A unique identifier for a VPC with resources to be accessed by your GameLift
    // fleet. The VPC must be in the same Region as your fleet. To look up a VPC
    // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS
    // Management Console. Learn more about VPC peering in VPC Peering with GameLift
    // Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
    //
    // PeerVpcId is a required field
    PeerVpcId *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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
}

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 {

    // A unique identifier for the fleet. This fleet specified must match the fleet
    // referenced in the VPC peering connection record. You can use either the fleet
    // ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

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

Represents the input for a request operation.

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
}

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 DeregisterGameServerInput

type DeregisterGameServerInput struct {

    // A unique identifier for the game server group where the game server is running.
    // Use either the GameServerGroup name or ARN value.
    //
    // GameServerGroupName is a required field
    GameServerGroupName *string `min:"1" type:"string" required:"true"`

    // A custom string that uniquely identifies the game server to deregister.
    //
    // GameServerId is a required field
    GameServerId *string `min:"3" type:"string" required:"true"`
    // contains filtered or unexported fields
}

func (DeregisterGameServerInput) GoString

func (s DeregisterGameServerInput) GoString() string

GoString returns the string representation

func (*DeregisterGameServerInput) SetGameServerGroupName

func (s *DeregisterGameServerInput) SetGameServerGroupName(v string) *DeregisterGameServerInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*DeregisterGameServerInput) SetGameServerId

func (s *DeregisterGameServerInput) SetGameServerId(v string) *DeregisterGameServerInput

SetGameServerId sets the GameServerId field's value.

func (DeregisterGameServerInput) String

func (s DeregisterGameServerInput) String() string

String returns the string representation

func (*DeregisterGameServerInput) Validate

func (s *DeregisterGameServerInput) Validate() error

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

type DeregisterGameServerOutput

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

func (DeregisterGameServerOutput) GoString

func (s DeregisterGameServerOutput) GoString() string

GoString returns the string representation

func (DeregisterGameServerOutput) String

func (s DeregisterGameServerOutput) String() string

String returns the string representation

type DescribeAliasInput

type DescribeAliasInput struct {

    // The unique identifier for the fleet alias that you want to retrieve. You
    // can use either the alias ID or ARN value.
    //
    // AliasId is a required field
    AliasId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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 {

    // The requested alias resource.
    Alias *Alias `type:"structure"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

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 {

    // A unique identifier for the build to retrieve properties for. You can use
    // either the build ID or ARN value.
    //
    // BuildId is a required field
    BuildId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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 operation.

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 GameLift. A fleet instance
    // type determines the computing resources of each instance in the fleet, including
    // CPU, memory, storage, and networking capacity. Do not specify a value for
    // this parameter to retrieve limits for all instance types.
    EC2InstanceType *string `type:"string" enum:"EC2InstanceType"`

    // The name of a remote location to request instance limits for, in the form
    // of an AWS Region code such as us-west-2.
    Location *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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) SetLocation

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

SetLocation sets the Location field's value.

func (DescribeEC2InstanceLimitsInput) String

func (s DescribeEC2InstanceLimitsInput) String() string

String returns the string representation

func (*DescribeEC2InstanceLimitsInput) Validate

func (s *DescribeEC2InstanceLimitsInput) Validate() error

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

type DescribeEC2InstanceLimitsOutput

type DescribeEC2InstanceLimitsOutput struct {

    // 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 operation.

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 {

    // A list of unique fleet identifiers to retrieve attributes for. You can use
    // either the fleet ID or ARN value. To retrieve attributes for all current
    // fleets, do not include this parameter.
    FleetIds []*string `min:"1" type:"list"`

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

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

Represents the input for a request operation.

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 {

    // A collection of objects containing attribute metadata for each requested
    // fleet ID. Attribute objects are returned only for fleets that currently exist.
    FleetAttributes []*FleetAttributes `type:"list"`

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

Represents the returned data in response to a request operation.

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 {

    // A unique identifier for the fleet(s) to retrieve capacity information for.
    // You can use either the fleet ID or ARN value. Leave this parameter empty
    // to retrieve capacity information for all fleets.
    FleetIds []*string `min:"1" type:"list"`

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

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

Represents the input for a request operation.

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 {

    // A collection of objects that contains capacity information for each requested
    // fleet ID. Capacity objects are returned only for fleets that currently exist.
    FleetCapacity []*FleetCapacity `type:"list"`

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

Represents the returned data in response to a request operation.

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 {

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

    // A unique identifier for the fleet to get event logs for. You can use either
    // the fleet ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

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

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

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

Represents the input for a request operation.

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 {

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

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

Represents the returned data in response to a request operation.

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 DescribeFleetLocationAttributesInput

type DescribeFleetLocationAttributesInput struct {

    // A unique identifier for the fleet to retrieve remote locations for. You can
    // use either the fleet ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

    // The maximum number of results to return. Use this parameter with NextToken
    // to get results as a set of sequential pages. This limit is not currently
    // enforced.
    Limit *int64 `min:"1" type:"integer"`

    // A list of fleet locations to retrieve information for. Specify locations
    // in the form of an AWS Region code, such as us-west-2.
    Locations []*string `min:"1" type:"list"`

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

Represents the input for a request operation.

func (DescribeFleetLocationAttributesInput) GoString

func (s DescribeFleetLocationAttributesInput) GoString() string

GoString returns the string representation

func (*DescribeFleetLocationAttributesInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*DescribeFleetLocationAttributesInput) SetLimit

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

SetLimit sets the Limit field's value.

func (*DescribeFleetLocationAttributesInput) SetLocations

func (s *DescribeFleetLocationAttributesInput) SetLocations(v []*string) *DescribeFleetLocationAttributesInput

SetLocations sets the Locations field's value.

func (*DescribeFleetLocationAttributesInput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (DescribeFleetLocationAttributesInput) String

func (s DescribeFleetLocationAttributesInput) String() string

String returns the string representation

func (*DescribeFleetLocationAttributesInput) Validate

func (s *DescribeFleetLocationAttributesInput) Validate() error

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

type DescribeFleetLocationAttributesOutput

type DescribeFleetLocationAttributesOutput struct {

    // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
    // that is assigned to a GameLift fleet resource and uniquely identifies it.
    // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
    FleetArn *string `type:"string"`

    // A unique identifier for the fleet that location attributes were requested
    // for.
    FleetId *string `type:"string"`

    // Location-specific information on the requested fleet's remote locations.
    LocationAttributes []*LocationAttributes `type:"list"`

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

Represents the returned data in response to a request operation.

func (DescribeFleetLocationAttributesOutput) GoString

func (s DescribeFleetLocationAttributesOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetLocationAttributesOutput) SetFleetArn

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

SetFleetArn sets the FleetArn field's value.

func (*DescribeFleetLocationAttributesOutput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*DescribeFleetLocationAttributesOutput) SetLocationAttributes

func (s *DescribeFleetLocationAttributesOutput) SetLocationAttributes(v []*LocationAttributes) *DescribeFleetLocationAttributesOutput

SetLocationAttributes sets the LocationAttributes field's value.

func (*DescribeFleetLocationAttributesOutput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (DescribeFleetLocationAttributesOutput) String

func (s DescribeFleetLocationAttributesOutput) String() string

String returns the string representation

type DescribeFleetLocationCapacityInput

type DescribeFleetLocationCapacityInput struct {

    // A unique identifier for the fleet to request location capacity for. You can
    // use either the fleet ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

    // The fleet location to retrieve capacity information for. Specify a location
    // in the form of an AWS Region code, such as us-west-2.
    //
    // Location is a required field
    Location *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeFleetLocationCapacityInput) GoString

func (s DescribeFleetLocationCapacityInput) GoString() string

GoString returns the string representation

func (*DescribeFleetLocationCapacityInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*DescribeFleetLocationCapacityInput) SetLocation

func (s *DescribeFleetLocationCapacityInput) SetLocation(v string) *DescribeFleetLocationCapacityInput

SetLocation sets the Location field's value.

func (DescribeFleetLocationCapacityInput) String

func (s DescribeFleetLocationCapacityInput) String() string

String returns the string representation

func (*DescribeFleetLocationCapacityInput) Validate

func (s *DescribeFleetLocationCapacityInput) Validate() error

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

type DescribeFleetLocationCapacityOutput

type DescribeFleetLocationCapacityOutput struct {

    // Resource capacity information for the requested fleet location. Capacity
    // objects are returned only for fleets and locations that currently exist.
    FleetCapacity *FleetCapacity `type:"structure"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeFleetLocationCapacityOutput) GoString

func (s DescribeFleetLocationCapacityOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetLocationCapacityOutput) SetFleetCapacity

func (s *DescribeFleetLocationCapacityOutput) SetFleetCapacity(v *FleetCapacity) *DescribeFleetLocationCapacityOutput

SetFleetCapacity sets the FleetCapacity field's value.

func (DescribeFleetLocationCapacityOutput) String

func (s DescribeFleetLocationCapacityOutput) String() string

String returns the string representation

type DescribeFleetLocationUtilizationInput

type DescribeFleetLocationUtilizationInput struct {

    // A unique identifier for the fleet to request location utilization for. You
    // can use either the fleet ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

    // The fleet location to retrieve utilization information for. Specify a location
    // in the form of an AWS Region code, such as us-west-2.
    //
    // Location is a required field
    Location *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeFleetLocationUtilizationInput) GoString

func (s DescribeFleetLocationUtilizationInput) GoString() string

GoString returns the string representation

func (*DescribeFleetLocationUtilizationInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*DescribeFleetLocationUtilizationInput) SetLocation

func (s *DescribeFleetLocationUtilizationInput) SetLocation(v string) *DescribeFleetLocationUtilizationInput

SetLocation sets the Location field's value.

func (DescribeFleetLocationUtilizationInput) String

func (s DescribeFleetLocationUtilizationInput) String() string

String returns the string representation

func (*DescribeFleetLocationUtilizationInput) Validate

func (s *DescribeFleetLocationUtilizationInput) Validate() error

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

type DescribeFleetLocationUtilizationOutput

type DescribeFleetLocationUtilizationOutput struct {

    // Utilization information for the requested fleet location. Utilization objects
    // are returned only for fleets and locations that currently exist.
    FleetUtilization *FleetUtilization `type:"structure"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeFleetLocationUtilizationOutput) GoString

func (s DescribeFleetLocationUtilizationOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetLocationUtilizationOutput) SetFleetUtilization

func (s *DescribeFleetLocationUtilizationOutput) SetFleetUtilization(v *FleetUtilization) *DescribeFleetLocationUtilizationOutput

SetFleetUtilization sets the FleetUtilization field's value.

func (DescribeFleetLocationUtilizationOutput) String

func (s DescribeFleetLocationUtilizationOutput) String() string

String returns the string representation

type DescribeFleetPortSettingsInput

type DescribeFleetPortSettingsInput struct {

    // A unique identifier for the fleet to retrieve port settings for. You can
    // use either the fleet ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

    // A remote location to check for status of port setting updates. Use the AWS
    // Region code format, such as us-west-2.
    Location *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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) SetLocation

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

SetLocation sets the Location 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 {

    // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
    // that is assigned to a GameLift fleet resource and uniquely identifies it.
    // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
    FleetArn *string `type:"string"`

    // A unique identifier for the fleet that was requested.
    FleetId *string `type:"string"`

    // The port settings for the requested fleet ID.
    InboundPermissions []*IpPermission `type:"list"`

    // The requested fleet location, expressed as an AWS Region code, such as us-west-2.
    Location *string `min:"1" type:"string"`

    // The current status of updates to the fleet's port settings in the requested
    // fleet location. A status of PENDING_UPDATE indicates that an update was requested
    // for the fleet but has not yet been completed for the location.
    UpdateStatus *string `type:"string" enum:"LocationUpdateStatus"`
    // contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeFleetPortSettingsOutput) GoString

func (s DescribeFleetPortSettingsOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetPortSettingsOutput) SetFleetArn

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

SetFleetArn sets the FleetArn field's value.

func (*DescribeFleetPortSettingsOutput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*DescribeFleetPortSettingsOutput) SetInboundPermissions

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

SetInboundPermissions sets the InboundPermissions field's value.

func (*DescribeFleetPortSettingsOutput) SetLocation

func (s *DescribeFleetPortSettingsOutput) SetLocation(v string) *DescribeFleetPortSettingsOutput

SetLocation sets the Location field's value.

func (*DescribeFleetPortSettingsOutput) SetUpdateStatus

func (s *DescribeFleetPortSettingsOutput) SetUpdateStatus(v string) *DescribeFleetPortSettingsOutput

SetUpdateStatus sets the UpdateStatus field's value.

func (DescribeFleetPortSettingsOutput) String

func (s DescribeFleetPortSettingsOutput) String() string

String returns the string representation

type DescribeFleetUtilizationInput

type DescribeFleetUtilizationInput struct {

    // A unique identifier for the fleet(s) to retrieve utilization data for. You
    // can use either the fleet ID or ARN value. To retrieve attributes for all
    // current fleets, do not include this parameter.
    FleetIds []*string `min:"1" type:"list"`

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

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

Represents the input for a request operation.

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 {

    // A collection of objects containing utilization information for each requested
    // fleet ID. Utilization objects are returned only for fleets that currently
    // exist.
    FleetUtilization []*FleetUtilization `type:"list"`

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

Represents the returned data in response to a request operation.

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 DescribeGameServerGroupInput

type DescribeGameServerGroupInput struct {

    // A unique identifier for the game server group. Use either the GameServerGroup
    // name or ARN value.
    //
    // GameServerGroupName is a required field
    GameServerGroupName *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

func (DescribeGameServerGroupInput) GoString

func (s DescribeGameServerGroupInput) GoString() string

GoString returns the string representation

func (*DescribeGameServerGroupInput) SetGameServerGroupName

func (s *DescribeGameServerGroupInput) SetGameServerGroupName(v string) *DescribeGameServerGroupInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (DescribeGameServerGroupInput) String

func (s DescribeGameServerGroupInput) String() string

String returns the string representation

func (*DescribeGameServerGroupInput) Validate

func (s *DescribeGameServerGroupInput) Validate() error

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

type DescribeGameServerGroupOutput

type DescribeGameServerGroupOutput struct {

    // An object with the property settings for the requested game server group
    // resource.
    GameServerGroup *GameServerGroup `type:"structure"`
    // contains filtered or unexported fields
}

func (DescribeGameServerGroupOutput) GoString

func (s DescribeGameServerGroupOutput) GoString() string

GoString returns the string representation

func (*DescribeGameServerGroupOutput) SetGameServerGroup

func (s *DescribeGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *DescribeGameServerGroupOutput

SetGameServerGroup sets the GameServerGroup field's value.

func (DescribeGameServerGroupOutput) String

func (s DescribeGameServerGroupOutput) String() string

String returns the string representation

type DescribeGameServerInput

type DescribeGameServerInput struct {

    // A unique identifier for the game server group where the game server is running.
    // Use either the GameServerGroup name or ARN value.
    //
    // GameServerGroupName is a required field
    GameServerGroupName *string `min:"1" type:"string" required:"true"`

    // A custom string that uniquely identifies the game server information to be
    // retrieved.
    //
    // GameServerId is a required field
    GameServerId *string `min:"3" type:"string" required:"true"`
    // contains filtered or unexported fields
}

func (DescribeGameServerInput) GoString

func (s DescribeGameServerInput) GoString() string

GoString returns the string representation

func (*DescribeGameServerInput) SetGameServerGroupName

func (s *DescribeGameServerInput) SetGameServerGroupName(v string) *DescribeGameServerInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*DescribeGameServerInput) SetGameServerId

func (s *DescribeGameServerInput) SetGameServerId(v string) *DescribeGameServerInput

SetGameServerId sets the GameServerId field's value.

func (DescribeGameServerInput) String

func (s DescribeGameServerInput) String() string

String returns the string representation

func (*DescribeGameServerInput) Validate

func (s *DescribeGameServerInput) Validate() error

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

type DescribeGameServerInstancesInput

type DescribeGameServerInstancesInput struct {

    // A unique identifier for the game server group. Use either the GameServerGroup
    // name or ARN value.
    //
    // GameServerGroupName is a required field
    GameServerGroupName *string `min:"1" type:"string" required:"true"`

    // The EC2 instance IDs that you want to retrieve status on. EC2 instance IDs
    // use a 17-character format, for example: i-1234567890abcdef0. To retrieve
    // all instances in the game server group, leave this parameter empty.
    InstanceIds []*string `min:"1" type:"list"`

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

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

func (DescribeGameServerInstancesInput) GoString

func (s DescribeGameServerInstancesInput) GoString() string

GoString returns the string representation

func (*DescribeGameServerInstancesInput) SetGameServerGroupName

func (s *DescribeGameServerInstancesInput) SetGameServerGroupName(v string) *DescribeGameServerInstancesInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*DescribeGameServerInstancesInput) SetInstanceIds

func (s *DescribeGameServerInstancesInput) SetInstanceIds(v []*string) *DescribeGameServerInstancesInput

SetInstanceIds sets the InstanceIds field's value.

func (*DescribeGameServerInstancesInput) SetLimit

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

SetLimit sets the Limit field's value.

func (*DescribeGameServerInstancesInput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (DescribeGameServerInstancesInput) String

func (s DescribeGameServerInstancesInput) String() string

String returns the string representation

func (*DescribeGameServerInstancesInput) Validate

func (s *DescribeGameServerInstancesInput) Validate() error

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

type DescribeGameServerInstancesOutput

type DescribeGameServerInstancesOutput struct {

    // The collection of requested game server instances.
    GameServerInstances []*GameServerInstance `type:"list"`

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

func (DescribeGameServerInstancesOutput) GoString

func (s DescribeGameServerInstancesOutput) GoString() string

GoString returns the string representation

func (*DescribeGameServerInstancesOutput) SetGameServerInstances

func (s *DescribeGameServerInstancesOutput) SetGameServerInstances(v []*GameServerInstance) *DescribeGameServerInstancesOutput

SetGameServerInstances sets the GameServerInstances field's value.

func (*DescribeGameServerInstancesOutput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (DescribeGameServerInstancesOutput) String

func (s DescribeGameServerInstancesOutput) String() string

String returns the string representation

type DescribeGameServerOutput

type DescribeGameServerOutput struct {

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

func (DescribeGameServerOutput) GoString

func (s DescribeGameServerOutput) GoString() string

GoString returns the string representation

func (*DescribeGameServerOutput) SetGameServer

func (s *DescribeGameServerOutput) SetGameServer(v *GameServer) *DescribeGameServerOutput

SetGameServer sets the GameServer field's value.

func (DescribeGameServerOutput) String

func (s DescribeGameServerOutput) String() string

String returns the string representation

type DescribeGameSessionDetailsInput

type DescribeGameSessionDetailsInput struct {

    // A unique identifier for the alias associated with the fleet to retrieve all
    // game sessions for. You can use either the alias ID or ARN value.
    AliasId *string `type:"string"`

    // A unique identifier for the fleet to retrieve all game sessions active on
    // the fleet. You can use either the fleet ID or ARN value.
    FleetId *string `type:"string"`

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

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

    // A fleet location to get game sessions for. You can specify a fleet's home
    // Region or a remote location. Use the AWS Region code format, such as us-west-2.
    Location *string `min:"1" type:"string"`

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

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

Represents the input for a request operation.

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) SetLocation

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

SetLocation sets the Location 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 {

    // A collection of properties for each game session that matches the request.
    GameSessionDetails []*GameSessionDetail `type:"list"`

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

Represents the returned data in response to a request operation.

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 {

    // A 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 operation.

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 operation.

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 {

    // The maximum number of results to return. Use this parameter with NextToken
    // to get results as a set of sequential pages. You can request up to 50 results.
    Limit *int64 `min:"1" type:"integer"`

    // A list of queue names to retrieve information for. You can use either the
    // queue ID or ARN value. To request settings for all queues, leave this parameter
    // empty.
    Names []*string `type:"list"`

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

Represents the input for a request operation.

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 {

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

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

Represents the returned data in response to a request operation.

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 {

    // A unique identifier for the alias associated with the fleet to retrieve game
    // sessions for. You can use either the alias ID or ARN value.
    AliasId *string `type:"string"`

    // A unique identifier for the fleet to retrieve game sessions for. You can
    // use either the fleet ID or ARN value.
    FleetId *string `type:"string"`

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

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

    // A fleet location to get game session details for. You can specify a fleet's
    // home Region or a remote location. Use the AWS Region code format, such as
    // us-west-2.
    Location *string `min:"1" type:"string"`

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

    // Game session status to filter results on. You can filter on the following
    // states: ACTIVE, TERMINATED, ACTIVATING, and TERMINATING. The last two are
    // transitory and used for only very brief periods of time.
    StatusFilter *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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) SetLocation

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

SetLocation sets the Location 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 {

    // A collection of properties for each game session that matches the request.
    GameSessions []*GameSession `type:"list"`

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

Represents the returned data in response to a request operation.

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 {

    // A unique identifier for the fleet to retrieve instance information for. You
    // can use either the fleet ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

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

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

    // The name of a location to retrieve instance information for, in the form
    // of an AWS Region code such as us-west-2.
    Location *string `min:"1" type:"string"`

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

Represents the input for a request operation.

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) SetLocation

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

SetLocation sets the Location 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 {

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

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

Represents the returned data in response to a request operation.

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 {

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

    // A unique identifier for the matchmaking configuration(s) to retrieve. You
    // can use either the configuration name or ARN value. To request all existing
    // configurations, leave this parameter empty.
    Names []*string `type:"list"`

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

    // A unique identifier for the matchmaking rule set. You can use either the
    // rule set name or ARN value. Use this parameter to retrieve all matchmaking
    // configurations that use this rule set.
    RuleSetName *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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 {

    // A collection of requested matchmaking configurations.
    Configurations []*MatchmakingConfiguration `type:"list"`

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

Represents the returned data in response to a request operation.

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 {

    // A unique identifier for a matchmaking ticket. You can include up to 10 ID
    // values.
    //
    // TicketIds is a required field
    TicketIds []*string `type:"list" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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 {

    // A 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 operation.

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 {

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

    // A list of one or more matchmaking rule set names to retrieve details for.
    // (Note: The rule set name is different from the optional "name" field in the
    // rule set body.) You can use either the rule set name or ARN value.
    Names []*string `min:"1" type:"list"`

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

Represents the input for a request operation.

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 {

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

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

Represents the returned data in response to a request operation.

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 {

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

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

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

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

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

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

Represents the input for a request operation.

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 {

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

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

Represents the returned data in response to a request operation.

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 {

    // A unique identifier for the fleet to get the runtime configuration for. You
    // can use either the fleet ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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 that describe 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 operation.

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 {

    // A unique identifier for the fleet to retrieve scaling policies for. You can
    // use either the fleet ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

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

    // CONTENT TODO
    Location *string `min:"1" type:"string"`

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

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

Represents the input for a request operation.

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) SetLocation

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

SetLocation sets the Location 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 {

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

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

Represents the returned data in response to a request operation.

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 DescribeScriptInput

type DescribeScriptInput struct {

    // A unique identifier for the Realtime script to retrieve properties for. You
    // can use either the script ID or ARN value.
    //
    // ScriptId is a required field
    ScriptId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

func (DescribeScriptInput) GoString

func (s DescribeScriptInput) GoString() string

GoString returns the string representation

func (*DescribeScriptInput) SetScriptId

func (s *DescribeScriptInput) SetScriptId(v string) *DescribeScriptInput

SetScriptId sets the ScriptId field's value.

func (DescribeScriptInput) String

func (s DescribeScriptInput) String() string

String returns the string representation

func (*DescribeScriptInput) Validate

func (s *DescribeScriptInput) Validate() error

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

type DescribeScriptOutput

type DescribeScriptOutput struct {

    // A set of properties describing the requested script.
    Script *Script `type:"structure"`
    // contains filtered or unexported fields
}

func (DescribeScriptOutput) GoString

func (s DescribeScriptOutput) GoString() string

GoString returns the string representation

func (*DescribeScriptOutput) SetScript

func (s *DescribeScriptOutput) SetScript(v *Script) *DescribeScriptOutput

SetScript sets the Script field's value.

func (DescribeScriptOutput) String

func (s DescribeScriptOutput) String() string

String returns the string representation

type DescribeVpcPeeringAuthorizationsInput

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

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 {

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

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 {

    // A unique identifier for the fleet. You can use either the fleet ID or ARN
    // value.
    FleetId *string `type:"string"`
    // contains filtered or unexported fields
}

Represents the input for a request operation.

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 {

    // A 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 operation.

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. GameLift does not use
    // this data, so it can be formatted as needed for use in the game.
    PlayerData *string `min:"1" type:"string"`

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

Player information for use when creating player sessions using a game session placement request with StartGameSessionPlacement.

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 instances that are ready to host game sessions.
    ACTIVE *int64 `type:"integer"`

    // Ideal number of active instances. GameLift will always try to maintain the
    // desired number of instances. Capacity is scaled up or down by changing the
    // desired instances.
    DESIRED *int64 `type:"integer"`

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

    // The maximum instance count value allowed.
    MAXIMUM *int64 `type:"integer"`

    // The minimum instance count value allowed.
    MINIMUM *int64 `type:"integer"`

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

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

Resource capacity settings. Fleet capacity is measured in EC2 instances. Pending and terminating counts are non-zero when the fleet capacity is adjusting to a scaling event or if access to resources is temporarily affected.

EC2 instance counts are part of FleetCapacity.

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 {

    // The number of instances for the specified type and location that are currently
    // being used by the AWS account.
    CurrentInstances *int64 `type:"integer"`

    // The name of an EC2 instance type. See Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/)
    // for detailed descriptions.
    EC2InstanceType *string `type:"string" enum:"EC2InstanceType"`

    // The number of instances that is allowed for the specified instance type and
    // location.
    InstanceLimit *int64 `type:"integer"`

    // An AWS Region code, such as us-west-2.
    Location *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

The GameLift service limits for an EC2 instance type and current utilization. GameLift allows AWS accounts a maximum number of instances, per instance type, per AWS Region or location, for use with GameLift. You can request an limit increase for your account by using the Service limits page in the GameLift console.

DescribeEC2InstanceLimits

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) SetLocation

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

SetLocation sets the Location field's value.

func (EC2InstanceLimit) String

func (s EC2InstanceLimit) String() string

String returns the string representation

type Event

type Event struct {

    // The type of event being logged.
    //
    // Fleet creation events (ordered by fleet creation activity):
    //
    //    * FLEET_CREATED -- A fleet resource was successfully created with a status
    //    of NEW. Event messaging includes the fleet ID.
    //
    //    * FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING.
    //    The compressed build has started downloading to a fleet instance for installation.
    //
    //    * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the
    //    fleet instance.
    //
    //    * FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully
    //    downloaded to an instance, and the build files are now being extracted
    //    from the uploaded build and saved to an instance. Failure at this stage
    //    prevents a fleet from moving to ACTIVE status. Logs for this stage display
    //    a list of the files that are extracted and saved on the instance. Access
    //    the logs by using the URL in PreSignedLogUrl.
    //
    //    * FLEET_CREATION_RUNNING_INSTALLER – The game server build files were
    //    successfully extracted, and the GameLift is now running the build's install
    //    script (if one is included). Failure in this stage prevents a fleet from
    //    moving to ACTIVE status. Logs for this stage list the installation steps
    //    and whether or not the install completed successfully. Access the logs
    //    by using the URL in PreSignedLogUrl.
    //
    //    * FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful,
    //    and the GameLift is now verifying that the game server launch paths, which
    //    are specified in the fleet's runtime configuration, exist. If any listed
    //    launch path exists, GameLift tries to launch a game server process and
    //    waits for the process to report ready. Failures in this stage prevent
    //    a fleet from moving to ACTIVE status. Logs for this stage list the launch
    //    paths in the runtime configuration and indicate whether each is found.
    //    Access the logs by using the URL in PreSignedLogUrl.
    //
    //    * FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING.
    //
    //    * FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime
    //    configuration failed because the executable specified in a launch path
    //    does not exist on the instance.
    //
    //    * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING.
    //
    //    * FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime
    //    configuration failed because the executable specified in a launch path
    //    failed to run on the fleet instance.
    //
    //    * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING.
    //
    //    * FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete
    //    one of the steps in the fleet activation process. This event code indicates
    //    that the game build was successfully downloaded to a fleet instance, built,
    //    and validated, but was not able to start a server process. Learn more
    //    at Debug Fleet Creation Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation)
    //
    //    * FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to
    //    ACTIVE. The fleet is now ready to host game sessions.
    //
    // VPC peering events:
    //
    //    * FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established
    //    between the VPC for an GameLift fleet and a VPC in your AWS account.
    //
    //    * FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed.
    //    Event details and status information (see DescribeVpcPeeringConnections)
    //    provide additional detail. A common reason for peering failure is that
    //    the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve
    //    this, change the CIDR block for the VPC in your AWS account. For more
    //    information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html
    //    (https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html)
    //
    //    * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully
    //    deleted.
    //
    // Spot instance events:
    //
    //    * INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with
    //    a two-minute notification.
    //
    // Other fleet events:
    //
    //    * FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings
    //    (desired instances, minimum/maximum scaling limits). Event messaging includes
    //    the new capacity settings.
    //
    //    * FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made
    //    to the fleet's game session protection policy setting. Event messaging
    //    includes both the old and new policy setting.
    //
    //    * FLEET_DELETED -- A request to delete a fleet was initiated.
    //
    //    * GENERIC_EVENT -- An unspecified event has occurred.
    EventCode *string `type:"string" enum:"EventCode"`

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

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

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

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

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

Log entry describing an event that involves GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.

DescribeFleetEvents

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 FilterConfiguration

type FilterConfiguration struct {

    // A list of locations to allow game session placement in, in the form of AWS
    // Region codes such as us-west-2.
    AllowedLocations []*string `min:"1" type:"list"`
    // contains filtered or unexported fields
}

A list of fleet locations where a game session queue can place new game sessions. You can use a filter to temporarily turn off placements for specific locations. For queues that have multi-location fleets, you can use a filter configuration allow placement with some, but not all of these locations.

Filter configurations are part of a GameSessionQueue.

func (FilterConfiguration) GoString

func (s FilterConfiguration) GoString() string

GoString returns the string representation

func (*FilterConfiguration) SetAllowedLocations

func (s *FilterConfiguration) SetAllowedLocations(v []*string) *FilterConfiguration

SetAllowedLocations sets the AllowedLocations field's value.

func (FilterConfiguration) String

func (s FilterConfiguration) String() string

String returns the string representation

func (*FilterConfiguration) Validate

func (s *FilterConfiguration) Validate() error

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

type FleetAttributes

type FleetAttributes struct {

    // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
    // associated with the GameLift build resource that is deployed on instances
    // in this fleet. In a GameLift build ARN, the resource ID matches the BuildId
    // value.
    BuildArn *string `type:"string"`

    // A unique identifier for the build resource that is deployed on instances
    // in this fleet.
    BuildId *string `type:"string"`

    // Indicates whether a TLS/SSL certificate was generated for the fleet.
    CertificateConfiguration *CertificateConfiguration `type:"structure"`

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

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

    // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
    // that is assigned to a GameLift fleet resource and uniquely identifies it.
    // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
    // In a GameLift fleet ARN, the resource ID matches the FleetId value.
    FleetArn *string `type:"string"`

    // A unique identifier for the fleet.
    FleetId *string `type:"string"`

    // The kind of instances, On-Demand or Spot, that this fleet uses.
    FleetType *string `type:"string" enum:"FleetType"`

    // A unique identifier for an AWS IAM role that manages access to your AWS services.
    // With an instance role ARN set, any application that runs on an instance in
    // this fleet can assume the role, including install scripts, server processes,
    // and daemons (background processes). Create a role or look up a role's ARN
    // by using the IAM dashboard (https://console.aws.amazon.com/iam/) in the AWS
    // Management Console. Learn more about using on-box credentials for your game
    // servers at Access external resources from a game server (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html).
    InstanceRoleArn *string `min:"1" type:"string"`

    // The EC2 instance type that determines the computing resources of each instance
    // in the fleet. Instance type defines the CPU, memory, storage, and networking
    // capacity. See Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/)
    // for detailed descriptions.
    InstanceType *string `type:"string" enum:"EC2InstanceType"`

    // This parameter is no longer used. Game session log paths are now defined
    // using the GameLift server API ProcessReady() logParameters. See more information
    // in the Server API Reference (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process).
    LogPaths []*string `type:"list"`

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

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

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

    // The operating system of the fleet's computing resources. A fleet's operating
    // system is determined by the OS of the build or script that is deployed on
    // this fleet.
    OperatingSystem *string `type:"string" enum:"OperatingSystem"`

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

    // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
    // associated with the GameLift script resource that is deployed on instances
    // in this fleet. In a GameLift script ARN, the resource ID matches the ScriptId
    // value.
    ScriptArn *string `type:"string"`

    // A unique identifier for the Realtime script resource that is deployed on
    // instances in this fleet.
    ScriptId *string `type:"string"`

    // This parameter is no longer used. Server launch parameters are now defined
    // using the fleet's RuntimeConfiguration parameter. Requests that use this
    // parameter instead continue to be valid.
    ServerLaunchParameters *string `min:"1" type:"string"`

    // This parameter is no longer used. Server launch paths are now defined using
    // the fleet's RuntimeConfiguration parameter. Requests that use this parameter
    // instead continue to be valid.
    ServerLaunchPath *string `min:"1" type:"string"`

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

    // A list of fleet activity that has been suspended using StopFleetActions.
    // This includes fleet auto-scaling.
    StoppedActions []*string `min:"1" type:"list"`

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

Describes a GameLift fleet of game hosting resources.

CreateFleet | DescribeFleetAttributes

func (FleetAttributes) GoString

func (s FleetAttributes) GoString() string

GoString returns the string representation

func (*FleetAttributes) SetBuildArn

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

SetBuildArn sets the BuildArn field's value.

func (*FleetAttributes) SetBuildId

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

SetBuildId sets the BuildId field's value.

func (*FleetAttributes) SetCertificateConfiguration

func (s *FleetAttributes) SetCertificateConfiguration(v *CertificateConfiguration) *FleetAttributes

SetCertificateConfiguration sets the CertificateConfiguration 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) SetFleetType

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

SetFleetType sets the FleetType field's value.

func (*FleetAttributes) SetInstanceRoleArn

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

SetInstanceRoleArn sets the InstanceRoleArn field's value.

func (*FleetAttributes) SetInstanceType

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

SetInstanceType sets the InstanceType 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) SetScriptArn

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

SetScriptArn sets the ScriptArn field's value.

func (*FleetAttributes) SetScriptId

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

SetScriptId sets the ScriptId 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) SetStoppedActions

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

SetStoppedActions sets the StoppedActions 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 {

    // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
    // that is assigned to a GameLift fleet resource and uniquely identifies it.
    // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
    FleetArn *string `type:"string"`

    // A unique identifier for the fleet associated with the location.
    FleetId *string `type:"string"`

    // The current instance count and capacity settings for the fleet location.
    InstanceCounts *EC2InstanceCounts `type:"structure"`

    // The EC2 instance type that is used for all instances in a fleet. The instance
    // type determines the computing resources in use, including CPU, memory, storage,
    // and networking capacity. See Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/)
    // for detailed descriptions.
    InstanceType *string `type:"string" enum:"EC2InstanceType"`

    // The fleet location for the instance count information, expressed as an AWS
    // Region code, such as us-west-2.
    Location *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Current resource capacity settings in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.

DescribeFleetCapacity | DescribeFleetLocationCapacity | UpdateFleetCapacity

func (FleetCapacity) GoString

func (s FleetCapacity) GoString() string

GoString returns the string representation

func (*FleetCapacity) SetFleetArn

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

SetFleetArn sets the FleetArn field's value.

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) SetLocation

func (s *FleetCapacity) SetLocation(v string) *FleetCapacity

SetLocation sets the Location field's value.

func (FleetCapacity) String

func (s FleetCapacity) String() string

String returns the string representation

type FleetCapacityExceededException

type FleetCapacityExceededException struct {
    RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"`

    Message_ *string `locationName:"Message" min:"1" type:"string"`
    // contains filtered or unexported fields
}

The specified fleet has no available instances to fulfill a CreateGameSession request. Clients can retry such requests immediately or after a waiting period.

func (*FleetCapacityExceededException) Code

func (s *FleetCapacityExceededException) Code() string

Code returns the exception type name.

func (*FleetCapacityExceededException) Error

func (s *FleetCapacityExceededException) Error() string

func (FleetCapacityExceededException) GoString

func (s FleetCapacityExceededException) GoString() string

GoString returns the string representation

func (*FleetCapacityExceededException) Message

func (s *FleetCapacityExceededException) Message() string

Message returns the exception's message.

func (*FleetCapacityExceededException) OrigErr

func (s *FleetCapacityExceededException) OrigErr() error

OrigErr always returns nil, satisfies awserr.Error interface.

func (*FleetCapacityExceededException) RequestID

func (s *FleetCapacityExceededException) RequestID() string

RequestID returns the service's response RequestID for request.

func (*FleetCapacityExceededException) StatusCode

func (s *FleetCapacityExceededException) StatusCode() int

Status code returns the HTTP status code for the request's response error.

func (FleetCapacityExceededException) String

func (s FleetCapacityExceededException) String() string

String returns the string representation

type FleetUtilization

type FleetUtilization struct {

    // The number of active game sessions that are currently being hosted across
    // all instances in the fleet location.
    ActiveGameSessionCount *int64 `type:"integer"`

    // The number of server processes in ACTIVE status that are currently running
    // across all instances in the fleet location.
    ActiveServerProcessCount *int64 `type:"integer"`

    // The number of active player sessions that are currently being hosted across
    // all instances in the fleet location.
    CurrentPlayerSessionCount *int64 `type:"integer"`

    // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
    // that is assigned to a GameLift fleet resource and uniquely identifies it.
    // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
    FleetArn *string `type:"string"`

    // A unique identifier for the fleet associated with the location.
    FleetId *string `type:"string"`

    // The fleet location for the fleet utilization information, expressed as an
    // AWS Region code, such as us-west-2.
    Location *string `min:"1" type:"string"`

    // The maximum number of players allowed across all game sessions that are currently
    // being hosted across all instances in the fleet location.
    MaximumPlayerSessionCount *int64 `type:"integer"`
    // contains filtered or unexported fields
}

Current resource utilization statistics in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.

DescribeFleetUtilization | DescribeFleetLocationUtilization

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) SetFleetArn

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

SetFleetArn sets the FleetArn field's value.

func (*FleetUtilization) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*FleetUtilization) SetLocation

func (s *FleetUtilization) SetLocation(v string) *FleetUtilization

SetLocation sets the Location 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:

mySession := session.Must(session.NewSession())

// 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 one or more players rejected the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to respond, the ticket status is set to CANCELLED, and processing is terminated. A new matchmaking request for these players can be submitted as needed.

Learn more

Add FlexMatch to a game client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html)

FlexMatch events (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html)
(reference)

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation AcceptMatch for usage and error information.

Returned Error Types:

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* UnsupportedRegionException
The requested operation is not supported in the Region specified.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See AcceptMatch for more information on using the AcceptMatch API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the AcceptMatchRequest method.
req, resp := client.AcceptMatchRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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) ClaimGameServer

func (c *GameLift) ClaimGameServer(input *ClaimGameServerInput) (*ClaimGameServerOutput, error)

ClaimGameServer API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, GameLift FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server.

To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information.

When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED (using UpdateGameServer) once players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable.

If you try to claim a specific game server, this request will fail in the following cases:

* If the game server utilization status is UTILIZED.

* If the game server claim status is CLAIMED.

When claiming a specific game server, this request will succeed even if the game server is running on an instance in DRAINING status. To avoid this, first check the instance status by calling DescribeGameServerInstances.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation ClaimGameServer for usage and error information.

Returned Error Types:

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ConflictException
The requested operation would cause a conflict with the current state of
a service resource associated with the request. Resolve the conflict before
retrying this request.

* OutOfCapacityException
The specified game server group has no available game servers to fulfill
a ClaimGameServer request. Clients can retry such requests immediately or
after a waiting period.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

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

func (*GameLift) ClaimGameServerRequest

func (c *GameLift) ClaimGameServerRequest(input *ClaimGameServerInput) (req *request.Request, output *ClaimGameServerOutput)

ClaimGameServerRequest generates a "aws/request.Request" representing the client's request for the ClaimGameServer operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ClaimGameServer for more information on using the ClaimGameServer API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ClaimGameServerRequest method.
req, resp := client.ClaimGameServerRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*GameLift) ClaimGameServerWithContext

func (c *GameLift) ClaimGameServerWithContext(ctx aws.Context, input *ClaimGameServerInput, opts ...request.Option) (*ClaimGameServerOutput, error)

ClaimGameServerWithContext is the same as ClaimGameServer with the addition of the ability to pass a context and additional request options.

See ClaimGameServer for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*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. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build.

Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.

To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID and an ARN. You can reassign an alias to another fleet by calling UpdateAlias.

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateAlias for usage and error information.

Returned Error Types:

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ConflictException
The requested operation would cause a conflict with the current state of
a service resource associated with the request. Resolve the conflict before
retrying this request.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* LimitExceededException
The requested operation would cause the resource to exceed the allowed service
limit. Resolve the issue before retrying.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateAlias for more information on using the CreateAlias API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateAliasRequest method.
req, resp := client.CreateAliasRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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 resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon GameLift.

When setting up a new game build for GameLift, we recommend using the AWS CLI command upload-build (https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html) . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource.

The CreateBuild operation can used in the following scenarios:

* To create a new game build with build files that are in an Amazon S3
location under an AWS account that you control. To use this option, you
must first give Amazon GameLift access to the Amazon S3 bucket. With permissions
in place, call CreateBuild and specify a build name, operating system,
and the Amazon S3 storage location of your game build.

* To directly upload your build files to a GameLift Amazon S3 location.
To use this option, first call CreateBuild and specify a build name and
operating system. This operation creates a new build resource and also
returns an Amazon S3 location with temporary access credentials. Use the
credentials to manually upload your build files to the specified Amazon
S3 location. For more information, see Uploading Objects (https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html)
in the Amazon S3 Developer Guide. Build files can be uploaded to the GameLift
Amazon S3 location once only; that can't be updated.

If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it.

Learn more

Uploading Your Game (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html)

Create a Build with Files in Amazon S3 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build)

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateBuild for usage and error information.

Returned Error Types:

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ConflictException
The requested operation would cause a conflict with the current state of
a service resource associated with the request. Resolve the conflict before
retrying this request.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateBuild for more information on using the CreateBuild API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateBuildRequest method.
req, resp := client.CreateBuildRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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 fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your custom game server or Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions for running game servers on each instance.

Most GameLift fleets can deploy instances to multiple locations, including the home Region (where the fleet is created) and an optional set of remote locations. Fleets that are created in the following AWS Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that are created in other GameLift Regions can deploy instances in the fleet's home Region only. All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings and turn auto-scaling on/off for each location.

To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to deploy, and provide a runtime configuration to direct GameLift how to start and run game servers on each instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as needed. When creating a multi-location fleet, provide a list of additional remote locations.

If successful, this operation creates a new Fleet resource and places it in NEW status, which prompts GameLift to initiate the fleet creation workflow (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creation-workflow.html). You can track fleet creation by checking fleet status using DescribeFleetAttributes and DescribeFleetLocationAttributes/, or by monitoring fleet creation events using DescribeFleetEvents. As soon as the fleet status changes to ACTIVE, you can enable automatic scaling for the fleet with PutScalingPolicy and set capacity for the home Region with UpdateFleetCapacity. When the status of each remote location reaches ACTIVE, you can set capacity by location using UpdateFleetCapacity.

Learn more

Setting up fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

Debug fleet creation issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation)

Multi-location fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateFleet for usage and error information.

Returned Error Types:

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ConflictException
The requested operation would cause a conflict with the current state of
a service resource associated with the request. Resolve the conflict before
retrying this request.

* LimitExceededException
The requested operation would cause the resource to exceed the allowed service
limit. Resolve the issue before retrying.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

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

func (*GameLift) CreateFleetLocations

func (c *GameLift) CreateFleetLocations(input *CreateFleetLocationsInput) (*CreateFleetLocationsOutput, error)

CreateFleetLocations API operation for Amazon GameLift.

Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings.

This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations only if they reside in AWS Regions that support this feature (see CreateFleet for the complete list) and were created after the feature was released in March 2021.

To add fleet locations, specify the fleet to be updated and provide a list of one or more locations.

If successful, this operation returns the list of added locations with their status set to NEW. GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents. Alternatively, you can poll location status by calling DescribeFleetLocationAttributes. After a location status becomes ACTIVE, you can adjust the location's capacity as needed with UpdateFleetCapacity.

Learn more

Setting up fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

Multi-location fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateFleetLocations for usage and error information.

Returned Error Types:

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* InvalidFleetStatusException
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the fleet. Resolve the conflict
before retrying.

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

func (*GameLift) CreateFleetLocationsRequest

func (c *GameLift) CreateFleetLocationsRequest(input *CreateFleetLocationsInput) (req *request.Request, output *CreateFleetLocationsOutput)

CreateFleetLocationsRequest generates a "aws/request.Request" representing the client's request for the CreateFleetLocations operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateFleetLocations for more information on using the CreateFleetLocations API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateFleetLocationsRequest method.
req, resp := client.CreateFleetLocationsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*GameLift) CreateFleetLocationsWithContext

func (c *GameLift) CreateFleetLocationsWithContext(ctx aws.Context, input *CreateFleetLocationsInput, opts ...request.Option) (*CreateFleetLocationsOutput, error)

CreateFleetLocationsWithContext is the same as CreateFleetLocations with the addition of the ability to pass a context and additional request options.

See CreateFleetLocations for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateFleet for more information on using the CreateFleet API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateFleetRequest method.
req, resp := client.CreateFleetRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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) CreateGameServerGroup

func (c *GameLift) CreateGameServerGroup(input *CreateGameServerGroupInput) (*CreateGameServerGroupOutput, error)

CreateGameServerGroup API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon EC2 instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your AWS account, and establishes a link between the two groups. You can view the status of your game server groups in the GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch.

Before creating a new game server group, you must have the following:

* An Amazon EC2 launch template that specifies how to launch Amazon EC2
instances with your game server build. For more information, see Launching
an Instance from a Launch Template (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/ec2-launch-templates.html)
in the Amazon EC2 User Guide.

* An IAM role that extends limited access to your AWS account to allow
GameLift FleetIQ to create and interact with the Auto Scaling group. For
more information, see Create IAM roles for cross-service interaction (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-iam-permissions-roles.html)
in the GameLift FleetIQ Developer Guide.

To create a new game server group, specify a unique group name, IAM role and Amazon EC2 launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ metric.

Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by GameLift FleetIQ as part of its balancing activities to optimize for availability and cost.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateGameServerGroup for usage and error information.

Returned Error Types:

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ConflictException
The requested operation would cause a conflict with the current state of
a service resource associated with the request. Resolve the conflict before
retrying this request.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* LimitExceededException
The requested operation would cause the resource to exceed the allowed service
limit. Resolve the issue before retrying.

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

func (*GameLift) CreateGameServerGroupRequest

func (c *GameLift) CreateGameServerGroupRequest(input *CreateGameServerGroupInput) (req *request.Request, output *CreateGameServerGroupOutput)

CreateGameServerGroupRequest generates a "aws/request.Request" representing the client's request for the CreateGameServerGroup operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateGameServerGroup for more information on using the CreateGameServerGroup API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateGameServerGroupRequest method.
req, resp := client.CreateGameServerGroupRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*GameLift) CreateGameServerGroupWithContext

func (c *GameLift) CreateGameServerGroupWithContext(ctx aws.Context, input *CreateGameServerGroupInput, opts ...request.Option) (*CreateGameServerGroupOutput, error)

CreateGameServerGroupWithContext is the same as CreateGameServerGroup with the addition of the ability to pass a context and additional request options.

See CreateGameServerGroup for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateGameSession

func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error)

CreateGameSession API operation for Amazon GameLift.

Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the GameLift game session placement feature with

with StartGameSessionPlacement, which uses FleetIQ algorithms and queues to optimize the placement process.

When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The fleet must be in ACTIVE status before a game session can be created in it.

This operation can be used in the following ways:

* To create a game session on an instance in a fleet's home Region, provide
a fleet or alias ID along with your game session configuration.

* To create a game session on an instance in a fleet's remote location,
provide a fleet or alias ID and a location name, along with your game
session configuration.

If successful, a workflow is initiated to start a new game session. A GameSession object is returned containing the game session configuration and status. When the status is ACTIVE, game session connection information is provided and player sessions can be created for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.

Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.

Available in GameLift Local.

Learn more

Start a game session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateGameSession for usage and error information.

Returned Error Types:

* ConflictException
The requested operation would cause a conflict with the current state of
a service resource associated with the request. Resolve the conflict before
retrying this request.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InvalidFleetStatusException
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the fleet. Resolve the conflict
before retrying.

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

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* FleetCapacityExceededException
The specified fleet has no available instances to fulfill a CreateGameSession
request. Clients can retry such requests immediately or after a waiting period.

* LimitExceededException
The requested operation would cause the resource to exceed the allowed service
limit. Resolve the issue before retrying.

* IdempotentParameterMismatchException
A game session with this custom ID string already exists in this fleet. Resolve
this conflict before retrying this request.

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

func (*GameLift) CreateGameSessionQueue

func (c *GameLift) CreateGameSessionQueue(input *CreateGameSessionQueueInput) (*CreateGameSessionQueueOutput, error)

CreateGameSessionQueue API operation for Amazon GameLift.

Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session.

A game session queue is configured with a set of destinations (GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and AWS Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed.

The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities.

To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity.

If successful, a new GameSessionQueue object is returned with an assigned queue ARN. New game session requests, which are submitted to the queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN.

Learn more

Design a game session queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html)

Create a game session queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html)

CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateGameSessionQueue for usage and error information.

Returned Error Types:

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* LimitExceededException
The requested operation would cause the resource to exceed the allowed service
limit. Resolve the issue before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateGameSessionQueue for more information on using the CreateGameSessionQueue API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateGameSessionQueueRequest method.
req, resp := client.CreateGameSessionQueueRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateGameSession for more information on using the CreateGameSession API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateGameSessionRequest method.
req, resp := client.CreateGameSessionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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. Whether your are using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests (StartMatchmaking or StartMatchBackfill) identify the matchmaking configuration to use and provide player attributes consistent with that configuration.

To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match.

In addition, you must set up an Amazon Simple Notification Service (SNS) topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration. An alternative method, continuously polling ticket status with DescribeMatchmaking, is only suitable for games in development with low matchmaking usage.

Learn more

Design a FlexMatch matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html)

Set up FlexMatch event notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html)

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateMatchmakingConfiguration for usage and error information.

Returned Error Types:

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* LimitExceededException
The requested operation would cause the resource to exceed the allowed service
limit. Resolve the issue before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* UnsupportedRegionException
The requested operation is not supported in the Region specified.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateMatchmakingConfiguration for more information on using the CreateMatchmakingConfiguration API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateMatchmakingConfigurationRequest method.
req, resp := client.CreateMatchmakingConfigurationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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. It also sets the parameters for acceptable player matches, such as minimum skill level or character type. A rule set is used by a MatchmakingConfiguration.

To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same Region as the matchmaking configuration they are used with.

Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set.

Learn more

* Build a rule set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html)

* Design a matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html)

* Matchmaking with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-intro.html)

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateMatchmakingRuleSet for usage and error information.

Returned Error Types:

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* UnsupportedRegionException
The requested operation is not supported in the Region specified.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateMatchmakingRuleSet for more information on using the CreateMatchmakingRuleSet API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateMatchmakingRuleSetRequest method.
req, resp := client.CreateMatchmakingRuleSetRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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.

Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. You can add a group of players to a game session with CreatePlayerSessions.

To create a player session, specify a game session ID, player ID, and optionally a set of player data.

If successful, a slot is reserved in the game session for the player and a new PlayerSession object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated.

Available in Amazon GameLift Local.

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreatePlayerSession for usage and error information.

Returned Error Types:

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InvalidGameSessionStatusException
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the game instance. Resolve
the conflict before retrying.

* GameSessionFullException
The game instance is currently full and cannot allow the requested player(s)
to join. Clients can retry such requests immediately or after a waiting period.

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

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreatePlayerSession for more information on using the CreatePlayerSession API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreatePlayerSessionRequest method.
req, resp := client.CreatePlayerSessionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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.

Reserves open slots in a game session for a group of players. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. To add a single player to a game session, use CreatePlayerSession.

To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID.

If successful, a slot is reserved in the game session for each player, and new PlayerSession objects are returned with player session IDs. Each player references their player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated.

Available in Amazon GameLift Local.

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreatePlayerSessions for usage and error information.

Returned Error Types:

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InvalidGameSessionStatusException
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the game instance. Resolve
the conflict before retrying.

* GameSessionFullException
The game instance is currently full and cannot allow the requested player(s)
to join. Clients can retry such requests immediately or after a waiting period.

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

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreatePlayerSessions for more information on using the CreatePlayerSessions API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreatePlayerSessionsRequest method.
req, resp := client.CreatePlayerSessionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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) CreateScript

func (c *GameLift) CreateScript(input *CreateScriptInput) (*CreateScriptOutput, error)

CreateScript API operation for Amazon GameLift.

Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session.

To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations:

* A locally available directory. Use the ZipFile parameter for this option.

* An Amazon Simple Storage Service (Amazon S3) bucket under your AWS account.
Use the StorageLocation parameter for this option. You'll need to have
an Identity Access Management (IAM) role that allows the Amazon GameLift
service to access your S3 bucket.

If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment.

Learn more

Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)

Set Up a Role for Amazon GameLift Access (https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html)

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateScript for usage and error information.

Returned Error Types:

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ConflictException
The requested operation would cause a conflict with the current state of
a service resource associated with the request. Resolve the conflict before
retrying this request.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

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

func (*GameLift) CreateScriptRequest

func (c *GameLift) CreateScriptRequest(input *CreateScriptInput) (req *request.Request, output *CreateScriptOutput)

CreateScriptRequest generates a "aws/request.Request" representing the client's request for the CreateScript operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateScript for more information on using the CreateScript API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateScriptRequest method.
req, resp := client.CreateScriptRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*GameLift) CreateScriptWithContext

func (c *GameLift) CreateScriptWithContext(ctx aws.Context, input *CreateScriptInput, opts ...request.Option) (*CreateScriptOutput, error)

CreateScriptWithContext is the same as CreateScript with the addition of the ability to pass a context and additional request options.

See CreateScript for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*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 (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).

You can peer with VPCs that are owned by any AWS account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions.

To request authorization to create a connection, call this operation from the AWS account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the AWS account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC.

To request authorization to delete a connection, call this operation from the AWS account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the AWS account that you use to manage Amazon GameLift.

The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid.

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateVpcPeeringAuthorization for usage and error information.

Returned Error Types:

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateVpcPeeringAuthorization for more information on using the CreateVpcPeeringAuthorization API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateVpcPeeringAuthorizationRequest method.
req, resp := client.CreateVpcPeeringAuthorizationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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 (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).

Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.

To establish the connection, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The AWS account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents.

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateVpcPeeringConnection for usage and error information.

Returned Error Types:

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateVpcPeeringConnection for more information on using the CreateVpcPeeringConnection API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateVpcPeeringConnectionRequest method.
req, resp := client.CreateVpcPeeringConnectionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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 operation removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteAlias for usage and error information.

Returned Error Types:

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteAlias for more information on using the DeleteAlias API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteAliasRequest method.
req, resp := client.DeleteAliasRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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 operation permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.

To delete a build, specify the build ID.

Learn more

Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html)

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteBuild for usage and error information.

Returned Error Types:

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteBuild for more information on using the DeleteBuild API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteBuildRequest method.
req, resp := client.DeleteBuildRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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 all resources and information related a fleet. Any current fleet instances, including those in remote locations, are shut down. You don't need to call DeleteFleetLocations separately.

If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the VPC peering connection--this is done as part of the delete fleet process.

To delete a fleet, specify the fleet ID to be terminated. During the deletion process the fleet status is changed to DELETING. When completed, the status switches to TERMINATED and the fleet event FLEET_DELETED is sent.

Learn more

Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteFleet for usage and error information.

Returned Error Types:

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* InvalidFleetStatusException
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the fleet. Resolve the conflict
before retrying.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

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

func (*GameLift) DeleteFleetLocations

func (c *GameLift) DeleteFleetLocations(input *DeleteFleetLocationsInput) (*DeleteFleetLocationsOutput, error)

DeleteFleetLocations API operation for Amazon GameLift.

Removes locations from a multi-location fleet. When deleting a location, all game server process and all instances that are still active in the location are shut down.

To delete fleet locations, identify the fleet ID and provide a list of the locations to be deleted.

If successful, GameLift sets the location status to DELETING, and begins to shut down existing server processes and terminate instances in each location being deleted. When completed, the location status changes to TERMINATED.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteFleetLocations for usage and error information.

Returned Error Types:

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

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

func (*GameLift) DeleteFleetLocationsRequest

func (c *GameLift) DeleteFleetLocationsRequest(input *DeleteFleetLocationsInput) (req *request.Request, output *DeleteFleetLocationsOutput)

DeleteFleetLocationsRequest generates a "aws/request.Request" representing the client's request for the DeleteFleetLocations operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteFleetLocations for more information on using the DeleteFleetLocations API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteFleetLocationsRequest method.
req, resp := client.DeleteFleetLocationsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*GameLift) DeleteFleetLocationsWithContext

func (c *GameLift) DeleteFleetLocationsWithContext(ctx aws.Context, input *DeleteFleetLocationsInput, opts ...request.Option) (*DeleteFleetLocationsOutput, error)

DeleteFleetLocationsWithContext is the same as DeleteFleetLocations with the addition of the ability to pass a context and additional request options.

See DeleteFleetLocations for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteFleet for more information on using the DeleteFleet API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteFleetRequest method.
req, resp := client.DeleteFleetRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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) DeleteGameServerGroup

func (c *GameLift) DeleteGameServerGroup(input *DeleteGameServerGroupInput) (*DeleteGameServerGroupOutput, error)

DeleteGameServerGroup API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources:

* The game server group

* The corresponding Auto Scaling group

* All game servers that are currently running in the group

To delete a game server group, identify the game server group to delete and specify the type of delete operation to initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status.

If the delete request is successful, a series of operations are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops automatic scaling activity. Once all game servers in the game server group are deregistered, GameLift FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in ERROR status.

GameLift FleetIQ emits delete events to Amazon CloudWatch.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteGameServerGroup for usage and error information.

Returned Error Types:

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

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

func (*GameLift) DeleteGameServerGroupRequest

func (c *GameLift) DeleteGameServerGroupRequest(input *DeleteGameServerGroupInput) (req *request.Request, output *DeleteGameServerGroupOutput)

DeleteGameServerGroupRequest generates a "aws/request.Request" representing the client's request for the DeleteGameServerGroup operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteGameServerGroup for more information on using the DeleteGameServerGroup API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteGameServerGroupRequest method.
req, resp := client.DeleteGameServerGroupRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*GameLift) DeleteGameServerGroupWithContext

func (c *GameLift) DeleteGameServerGroupWithContext(ctx aws.Context, input *DeleteGameServerGroupInput, opts ...request.Option) (*DeleteGameServerGroupOutput, error)

DeleteGameServerGroupWithContext is the same as DeleteGameServerGroup with the addition of the ability to pass a context and additional request options.

See DeleteGameServerGroup for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteGameSessionQueue

func (c *GameLift) DeleteGameSessionQueue(input *DeleteGameSessionQueueInput) (*DeleteGameSessionQueueOutput, error)

DeleteGameSessionQueue API operation for Amazon GameLift.

Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name.

Learn more

Using Multi-Region Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html)

CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteGameSessionQueue for usage and error information.

Returned Error Types:

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteGameSessionQueue for more information on using the DeleteGameSessionQueue API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteGameSessionQueueRequest method.
req, resp := client.DeleteGameSessionQueueRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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.

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteMatchmakingConfiguration for usage and error information.

Returned Error Types:

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* UnsupportedRegionException
The requested operation is not supported in the Region specified.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteMatchmakingConfiguration for more information on using the DeleteMatchmakingConfiguration API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteMatchmakingConfigurationRequest method.
req, resp := client.DeleteMatchmakingConfigurationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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) DeleteMatchmakingRuleSet

func (c *GameLift) DeleteMatchmakingRuleSet(input *DeleteMatchmakingRuleSetInput) (*DeleteMatchmakingRuleSetOutput, error)

DeleteMatchmakingRuleSet API operation for Amazon GameLift.

Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration.

Learn more

* Build a rule set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html)

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteMatchmakingRuleSet for usage and error information.

Returned Error Types:

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* UnsupportedRegionException
The requested operation is not supported in the Region specified.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

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

func (*GameLift) DeleteMatchmakingRuleSetRequest

func (c *GameLift) DeleteMatchmakingRuleSetRequest(input *DeleteMatchmakingRuleSetInput) (req *request.Request, output *DeleteMatchmakingRuleSetOutput)

DeleteMatchmakingRuleSetRequest generates a "aws/request.Request" representing the client's request for the DeleteMatchmakingRuleSet operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteMatchmakingRuleSet for more information on using the DeleteMatchmakingRuleSet API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteMatchmakingRuleSetRequest method.
req, resp := client.DeleteMatchmakingRuleSetRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*GameLift) DeleteMatchmakingRuleSetWithContext

func (c *GameLift) DeleteMatchmakingRuleSetWithContext(ctx aws.Context, input *DeleteMatchmakingRuleSetInput, opts ...request.Option) (*DeleteMatchmakingRuleSetOutput, error)

DeleteMatchmakingRuleSetWithContext is the same as DeleteMatchmakingRuleSet with the addition of the ability to pass a context and additional request options.

See DeleteMatchmakingRuleSet for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteScalingPolicy

func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error)

DeleteScalingPolicy API operation for Amazon GameLift.

Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and GameLift removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.

To temporarily suspend scaling policies, call StopFleetActions. This operation suspends all policies for the fleet.

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteScalingPolicy for usage and error information.

Returned Error Types:

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteScalingPolicy for more information on using the DeleteScalingPolicy API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteScalingPolicyRequest method.
req, resp := client.DeleteScalingPolicyRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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) DeleteScript

func (c *GameLift) DeleteScript(input *DeleteScriptInput) (*DeleteScriptOutput, error)

DeleteScript API operation for Amazon GameLift.

Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted).

To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions.

Learn more

Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteScript for usage and error information.

Returned Error Types:

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

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

func (*GameLift) DeleteScriptRequest

func (c *GameLift) DeleteScriptRequest(input *DeleteScriptInput) (req *request.Request, output *DeleteScriptOutput)

DeleteScriptRequest generates a "aws/request.Request" representing the client's request for the DeleteScript operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteScript for more information on using the DeleteScript API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteScriptRequest method.
req, resp := client.DeleteScriptRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*GameLift) DeleteScriptWithContext

func (c *GameLift) DeleteScriptWithContext(ctx aws.Context, input *DeleteScriptInput, opts ...request.Option) (*DeleteScriptOutput, error)

DeleteScriptWithContext is the same as DeleteScript with the addition of the ability to pass a context and additional request options.

See DeleteScript for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*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 you need to delete an existing VPC peering connection, call DeleteVpcPeeringConnection.

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteVpcPeeringAuthorization for usage and error information.

Returned Error Types:

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteVpcPeeringAuthorization for more information on using the DeleteVpcPeeringAuthorization API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteVpcPeeringAuthorizationRequest method.
req, resp := client.DeleteVpcPeeringAuthorizationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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.

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteVpcPeeringConnection for usage and error information.

Returned Error Types:

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteVpcPeeringConnection for more information on using the DeleteVpcPeeringConnection API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteVpcPeeringConnectionRequest method.
req, resp := client.DeleteVpcPeeringConnectionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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) DeregisterGameServer

func (c *GameLift) DeregisterGameServer(input *DeregisterGameServerInput) (*DeregisterGameServerOutput, error)

DeregisterGameServer API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Removes the game server from a game server group. As a result of this operation, the deregistered game server can no longer be claimed and will not be returned in a list of active game servers.

To deregister a game server, specify the game server group and game server ID. If successful, this operation emits a CloudWatch event with termination timestamp and reason.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeregisterGameServer for usage and error information.

Returned Error Types:

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

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

func (*GameLift) DeregisterGameServerRequest

func (c *GameLift) DeregisterGameServerRequest(input *DeregisterGameServerInput) (req *request.Request, output *DeregisterGameServerOutput)

DeregisterGameServerRequest generates a "aws/request.Request" representing the client's request for the DeregisterGameServer operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeregisterGameServer for more information on using the DeregisterGameServer API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeregisterGameServerRequest method.
req, resp := client.DeregisterGameServerRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*GameLift) DeregisterGameServerWithContext

func (c *GameLift) DeregisterGameServerWithContext(ctx aws.Context, input *DeregisterGameServerInput, opts ...request.Option) (*DeregisterGameServerOutput, error)

DeregisterGameServerWithContext is the same as DeregisterGameServer with the addition of the ability to pass a context and additional request options.

See DeregisterGameServer for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*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.

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeAlias for usage and error information.

Returned Error Types:

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeAlias for more information on using the DescribeAlias API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeAliasRequest method.
req, resp := client.DescribeAliasRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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 custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned.

Learn more

Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html)

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeBuild for usage and error information.

Returned Error Types:

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeBuild for more information on using the DescribeBuild API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeBuildRequest method.
req, resp := client.DescribeBuildRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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.

The GameLift service limits and current utilization for an AWS Region or location. Instance limits control the number of instances, per instance type, per location, that your AWS account can use. Learn more at Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/). The information returned includes the maximum number of instances allowed and your account's current usage across all fleets. This information can affect your ability to scale your GameLift fleets. You can request a limit increase for your account by using the Service limits page in the GameLift console.

Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an AWS Region (either explicitly or as your default settings). To get the limit for a remote location, you must also specify the location. For example, the following requests all return different results:

* Request specifies the Region ap-northeast-1 with no location. The result
is limits and usage data on all instance types that are deployed in us-east-2,
by all of the fleets that reside in ap-northeast-1.

* Request specifies the Region us-east-1 with location ca-central-1. The
result is limits and usage data on all instance types that are deployed
in ca-central-1, by all of the fleets that reside in us-east-2. These
limits do not affect fleets in any other Regions that deploy instances
to ca-central-1.

* Request specifies the Region eu-west-1 with location ca-central-1. The
result is limits and usage data on all instance types that are deployed
in ca-central-1, by all of the fleets that reside in eu-west-1.

This operation can be used in the following ways:

* To get limit and usage data for all instance types that are deployed
in an AWS Region by fleets that reside in the same Region: Specify the
Region only. Optionally, specify a single instance type to retrieve information
for.

* To get limit and usage data for all instance types that are deployed
to a remote location by fleets that reside in different AWS Region: Provide
both the AWS Region and the remote location. Optionally, specify a single
instance type to retrieve information for.

If successful, an EC2InstanceLimits object is returned with limits and usage data for each requested instance type.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeEC2InstanceLimits for usage and error information.

Returned Error Types:

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeEC2InstanceLimits for more information on using the DescribeEC2InstanceLimits API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeEC2InstanceLimitsRequest method.
req, resp := client.DescribeEC2InstanceLimitsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits

func (*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 core fleet-wide properties, including the computing hardware and deployment configuration for all instances in the fleet.

This operation can be used in the following ways:

* To get attributes for one or more specific fleets, provide a list of
fleet IDs or fleet ARNs.

* To get attributes for all fleets, do not provide a fleet identifier.

When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a FleetAttributes object is returned for each fleet requested, unless the fleet identifier is not found.

Some API operations limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetAttributes for usage and error information.

Returned Error Types:

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

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

func (*GameLift) DescribeFleetAttributesPages

func (c *GameLift) DescribeFleetAttributesPages(input *DescribeFleetAttributesInput, fn func(*DescribeFleetAttributesOutput, bool) bool) error

DescribeFleetAttributesPages iterates over the pages of a DescribeFleetAttributes operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribeFleetAttributes method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribeFleetAttributes operation.
pageNum := 0
err := client.DescribeFleetAttributesPages(params,
    func(page *gamelift.DescribeFleetAttributesOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribeFleetAttributesPagesWithContext

func (c *GameLift) DescribeFleetAttributesPagesWithContext(ctx aws.Context, input *DescribeFleetAttributesInput, fn func(*DescribeFleetAttributesOutput, bool) bool, opts ...request.Option) error

DescribeFleetAttributesPagesWithContext same as DescribeFleetAttributesPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetAttributes for more information on using the DescribeFleetAttributes API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetAttributesRequest method.
req, resp := client.DescribeFleetAttributesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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 resource capacity settings for one or more fleets. The data returned includes the current fleet capacity (number of EC2 instances), and settings that can control how capacity scaling. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationCapacity to get capacity settings for a fleet's remote locations.

This operation can be used in the following ways:

* To get capacity data for one or more specific fleets, provide a list
of fleet IDs or fleet ARNs.

* To get capacity data for all fleets, do not provide a fleet identifier.

When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a FleetCapacity object is returned for each requested fleet ID. Each FleetCapacity object includes a Location property, which is set to the fleet's home Region. When a list of fleet IDs is provided, attribute objects are returned only for fleets that currently exist.

Some API operations may limit the number of fleet IDs that are allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

GameLift metrics for fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet)

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetCapacity for usage and error information.

Returned Error Types:

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

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

func (*GameLift) DescribeFleetCapacityPages

func (c *GameLift) DescribeFleetCapacityPages(input *DescribeFleetCapacityInput, fn func(*DescribeFleetCapacityOutput, bool) bool) error

DescribeFleetCapacityPages iterates over the pages of a DescribeFleetCapacity operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribeFleetCapacity method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribeFleetCapacity operation.
pageNum := 0
err := client.DescribeFleetCapacityPages(params,
    func(page *gamelift.DescribeFleetCapacityOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribeFleetCapacityPagesWithContext

func (c *GameLift) DescribeFleetCapacityPagesWithContext(ctx aws.Context, input *DescribeFleetCapacityInput, fn func(*DescribeFleetCapacityOutput, bool) bool, opts ...request.Option) error

DescribeFleetCapacityPagesWithContext same as DescribeFleetCapacityPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetCapacity for more information on using the DescribeFleetCapacity API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetCapacityRequest method.
req, resp := client.DescribeFleetCapacityRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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 a fleet's event log. Fleet events are initiated by changes in status, such as during fleet creation and termination, changes in capacity, etc. If a fleet has multiple locations, events are also initiated by changes to status and capacity in remote locations.

You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a collection of event log entries matching the request are returned.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetEvents for usage and error information.

Returned Error Types:

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

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

func (*GameLift) DescribeFleetEventsPages

func (c *GameLift) DescribeFleetEventsPages(input *DescribeFleetEventsInput, fn func(*DescribeFleetEventsOutput, bool) bool) error

DescribeFleetEventsPages iterates over the pages of a DescribeFleetEvents operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribeFleetEvents method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribeFleetEvents operation.
pageNum := 0
err := client.DescribeFleetEventsPages(params,
    func(page *gamelift.DescribeFleetEventsOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribeFleetEventsPagesWithContext

func (c *GameLift) DescribeFleetEventsPagesWithContext(ctx aws.Context, input *DescribeFleetEventsInput, fn func(*DescribeFleetEventsOutput, bool) bool, opts ...request.Option) error

DescribeFleetEventsPagesWithContext same as DescribeFleetEventsPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetEvents for more information on using the DescribeFleetEvents API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetEventsRequest method.
req, resp := client.DescribeFleetEventsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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) DescribeFleetLocationAttributes

func (c *GameLift) DescribeFleetLocationAttributes(input *DescribeFleetLocationAttributesInput) (*DescribeFleetLocationAttributesOutput, error)

DescribeFleetLocationAttributes API operation for Amazon GameLift.

Retrieves information on a fleet's remote locations, including life-cycle status and any suspended fleet activity.

This operation can be used in the following ways:

* To get data for specific locations, provide a fleet identifier and a
list of locations. Location data is returned in the order that it is requested.

* To get data for all locations, provide a fleet identifier only. Location
data is returned in no particular order.

When requesting attributes for multiple locations, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a LocationAttributes object is returned for each requested location. If the fleet does not have a requested location, no information is returned. This operation does not return the home Region. To get information on a fleet's home Region, call DescribeFleetAttributes.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetLocationAttributes for usage and error information.

Returned Error Types:

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

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

func (*GameLift) DescribeFleetLocationAttributesPages

func (c *GameLift) DescribeFleetLocationAttributesPages(input *DescribeFleetLocationAttributesInput, fn func(*DescribeFleetLocationAttributesOutput, bool) bool) error

DescribeFleetLocationAttributesPages iterates over the pages of a DescribeFleetLocationAttributes operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribeFleetLocationAttributes method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribeFleetLocationAttributes operation.
pageNum := 0
err := client.DescribeFleetLocationAttributesPages(params,
    func(page *gamelift.DescribeFleetLocationAttributesOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribeFleetLocationAttributesPagesWithContext

func (c *GameLift) DescribeFleetLocationAttributesPagesWithContext(ctx aws.Context, input *DescribeFleetLocationAttributesInput, fn func(*DescribeFleetLocationAttributesOutput, bool) bool, opts ...request.Option) error

DescribeFleetLocationAttributesPagesWithContext same as DescribeFleetLocationAttributesPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetLocationAttributesRequest

func (c *GameLift) DescribeFleetLocationAttributesRequest(input *DescribeFleetLocationAttributesInput) (req *request.Request, output *DescribeFleetLocationAttributesOutput)

DescribeFleetLocationAttributesRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetLocationAttributes operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetLocationAttributes for more information on using the DescribeFleetLocationAttributes API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetLocationAttributesRequest method.
req, resp := client.DescribeFleetLocationAttributesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*GameLift) DescribeFleetLocationAttributesWithContext

func (c *GameLift) DescribeFleetLocationAttributesWithContext(ctx aws.Context, input *DescribeFleetLocationAttributesInput, opts ...request.Option) (*DescribeFleetLocationAttributesOutput, error)

DescribeFleetLocationAttributesWithContext is the same as DescribeFleetLocationAttributes with the addition of the ability to pass a context and additional request options.

See DescribeFleetLocationAttributes for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetLocationCapacity

func (c *GameLift) DescribeFleetLocationCapacity(input *DescribeFleetLocationCapacityInput) (*DescribeFleetLocationCapacityOutput, error)

DescribeFleetLocationCapacity API operation for Amazon GameLift.

Retrieves the resource capacity settings for a fleet location. The data returned includes the current capacity (number of EC2 instances) and some scaling settings for the requested fleet location. Use this operation to retrieve capacity information for a fleet's remote location or home Region (you can also retrieve home Region capacity by calling DescribeFleetCapacity).

To retrieve capacity data, identify a fleet and location.

If successful, a FleetCapacity object is returned for the requested fleet location.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

GameLift metrics for fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet)

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetLocationCapacity for usage and error information.

Returned Error Types:

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

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

func (*GameLift) DescribeFleetLocationCapacityRequest

func (c *GameLift) DescribeFleetLocationCapacityRequest(input *DescribeFleetLocationCapacityInput) (req *request.Request, output *DescribeFleetLocationCapacityOutput)

DescribeFleetLocationCapacityRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetLocationCapacity operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetLocationCapacity for more information on using the DescribeFleetLocationCapacity API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetLocationCapacityRequest method.
req, resp := client.DescribeFleetLocationCapacityRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*GameLift) DescribeFleetLocationCapacityWithContext

func (c *GameLift) DescribeFleetLocationCapacityWithContext(ctx aws.Context, input *DescribeFleetLocationCapacityInput, opts ...request.Option) (*DescribeFleetLocationCapacityOutput, error)

DescribeFleetLocationCapacityWithContext is the same as DescribeFleetLocationCapacity with the addition of the ability to pass a context and additional request options.

See DescribeFleetLocationCapacity for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetLocationUtilization

func (c *GameLift) DescribeFleetLocationUtilization(input *DescribeFleetLocationUtilizationInput) (*DescribeFleetLocationUtilizationOutput, error)

DescribeFleetLocationUtilization API operation for Amazon GameLift.

Retrieves current usage data for a fleet location. Utilization data provides a snapshot of current game hosting activity at the requested location. Use this operation to retrieve utilization information for a fleet's remote location or home Region (you can also retrieve home Region utilization by calling DescribeFleetUtilization).

To retrieve utilization data, identify a fleet and location.

If successful, a FleetUtilization object is returned for the requested fleet location.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

GameLift metrics for fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet)

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetLocationUtilization for usage and error information.

Returned Error Types:

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

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

func (*GameLift) DescribeFleetLocationUtilizationRequest

func (c *GameLift) DescribeFleetLocationUtilizationRequest(input *DescribeFleetLocationUtilizationInput) (req *request.Request, output *DescribeFleetLocationUtilizationOutput)

DescribeFleetLocationUtilizationRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetLocationUtilization operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetLocationUtilization for more information on using the DescribeFleetLocationUtilization API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetLocationUtilizationRequest method.
req, resp := client.DescribeFleetLocationUtilizationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*GameLift) DescribeFleetLocationUtilizationWithContext

func (c *GameLift) DescribeFleetLocationUtilizationWithContext(ctx aws.Context, input *DescribeFleetLocationUtilizationInput, opts ...request.Option) (*DescribeFleetLocationUtilizationOutput, error)

DescribeFleetLocationUtilizationWithContext is the same as DescribeFleetLocationUtilization with the addition of the ability to pass a context and additional request options.

See DescribeFleetLocationUtilization for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetPortSettings

func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error)

DescribeFleetPortSettings API operation for Amazon GameLift.

Retrieves a fleet's inbound connection permissions. Connection permissions specify the range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game sessions that are running on instances in the fleet must use connections that fall in this range.

This operation can be used in the following ways:

* To retrieve the inbound connection permissions for a fleet, identify
the fleet's unique identifier.

* To check the status of recent updates to a fleet remote location, specify
the fleet ID and a location. Port setting updates can take time to propagate
across all locations.

If successful, a set of IpPermission objects is returned for the requested fleet ID. When a location is specified, a pending status is included. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetPortSettings for usage and error information.

Returned Error Types:

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

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

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetPortSettings for more information on using the DescribeFleetPortSettings API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetPortSettingsRequest method.
req, resp := client.DescribeFleetPortSettingsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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. Utilization data provides a snapshot of how the fleet's hosting resources are currently being used. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationUtilization to get utilization statistics for a fleet's remote locations.

This operation can be used in the following ways:

* To get utilization data for one or more specific fleets, provide a list
of fleet IDs or fleet ARNs.

* To get utilization data for all fleets, do not provide a fleet identifier.

When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a FleetUtilization object is returned for each requested fleet ID, unless the fleet identifier is not found. Each fleet utilization object includes a Location property, which is set to the fleet's home Region.

Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

GameLift Metrics for Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet)

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetUtilization for usage and error information.

Returned Error Types:

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

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

func (*GameLift) DescribeFleetUtilizationPages

func (c *GameLift) DescribeFleetUtilizationPages(input *DescribeFleetUtilizationInput, fn func(*DescribeFleetUtilizationOutput, bool) bool) error

DescribeFleetUtilizationPages iterates over the pages of a DescribeFleetUtilization operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribeFleetUtilization method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribeFleetUtilization operation.
pageNum := 0
err := client.DescribeFleetUtilizationPages(params,
    func(page *gamelift.DescribeFleetUtilizationOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribeFleetUtilizationPagesWithContext

func (c *GameLift) DescribeFleetUtilizationPagesWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, fn func(*DescribeFleetUtilizationOutput, bool) bool, opts ...request.Option) error

DescribeFleetUtilizationPagesWithContext same as DescribeFleetUtilizationPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*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 completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetUtilization for more information on using the DescribeFleetUtilization API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetUtilizationRequest method.
req, resp := client.DescribeFleetUtilizationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*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) DescribeGameServer

func (c *GameLift) DescribeGameServer(input *DescribeGameServerInput) (*DescribeGameServerOutput, error)

DescribeGameServer API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on.

To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeGameServer for usage and error information.

Returned Error Types:

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

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

func (*GameLift) DescribeGameServerGroup

func (c *GameLift) DescribeGameServerGroup(input *DescribeGameServerGroupInput) (*DescribeGameServerGroupOutput, error)

DescribeGameServerGroup API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Retrieves information on a game server group. This operation returns only properties related to GameLift FleetIQ. To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling policies, and maximum/minimum group size, access the Auto Scaling group directly.

To get attributes for a game server group, provide a group name or ARN value. If successful, a GameServerGroup object is returned.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeGameServerGroup for usage and error information.

Returned Error Types:

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

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

func (*GameLift) DescribeGameServerGroupRequest

func (c *GameLift) DescribeGameServerGroupRequest(input *DescribeGameServerGroupInput) (req *request.Request, output *DescribeGameServerGroupOutput)

DescribeGameServerGroupRequest generates a "aws/request.Request" representing the client's request for the DescribeGameServerGroup operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameServerGroup for more information on using the DescribeGameServerGroup API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameServerGroupRequest method.
req, resp := client.DescribeGameServerGroupRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*GameLift) DescribeGameServerGroupWithContext

func (c *GameLift) DescribeGameServerGroupWithContext(ctx aws.Context, input *DescribeGameServerGroupInput, opts ...request.Option) (*DescribeGameServerGroupOutput, error)

DescribeGameServerGroupWithContext is the same as DescribeGameServerGroup with the addition of the ability to pass a context and additional request options.

See DescribeGameServerGroup for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameServerInstances

func (c *GameLift) DescribeGameServerInstances(input *DescribeGameServerInstancesInput) (*DescribeGameServerInstancesOutput, error)

DescribeGameServerInstances API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Retrieves status information about the Amazon EC2 instances associated with a GameLift FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers. If you are looking for instance configuration information, call DescribeGameServerGroup or access the corresponding Auto Scaling group properties.

To request status for all instances in the game server group, provide a game server group ID only. To request status for specific instances, provide the game server group ID and one or more instance IDs. Use the pagination parameters to retrieve results in sequential segments. If successful, a collection of GameServerInstance objects is returned.

This operation is not designed to be called with every game server claim request; this practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your cache no more than once every 10 seconds.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeGameServerInstances for usage and error information.

Returned Error Types:

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* UnauthorizedException
The client failed authentication. Clients should not retry such requests.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

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

func (*GameLift) DescribeGameServerInstancesPages

func (c *GameLift) DescribeGameServerInstancesPages(input *DescribeGameServerInstancesInput, fn func(*DescribeGameServerInstancesOutput, bool) bool) error

DescribeGameServerInstancesPages iterates over the pages of a DescribeGameServerInstances operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribeGameServerInstances method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribeGameServerInstances operation.
pageNum := 0
err := client.DescribeGameServerInstancesPages(params,
    func(page *gamelift.DescribeGameServerInstancesOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribeGameServerInstancesPagesWithContext

func (c *GameLift) DescribeGameServerInstancesPagesWithContext(ctx aws.Context, input *DescribeGameServerInstancesInput, fn func(*DescribeGameServerInstancesOutput, bool) bool, opts ...request.Option) error

DescribeGameServerInstancesPagesWithContext same as DescribeGameServerInstancesPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameServerInstancesRequest

func (c *GameLift) DescribeGameServerInstancesRequest(input *DescribeGameServerInstancesInput) (req *request.Request, output *DescribeGameServerInstancesOutput)

DescribeGameServerInstancesRequest generates a "aws/request.Request" representing the client's request for the DescribeGameServerInstances operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameServerInstances for more information on using the DescribeGameServerInstances API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameServerInstancesRequest method.
req, resp := client.DescribeGameServerInstancesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*GameLift) DescribeGameServerInstancesWithContext

func (c *GameLift) DescribeGameServerInstancesWithContext(ctx aws.Context, input *DescribeGameServerInstancesInput, opts ...request.Option) (*DescribeGameServerInstancesOutput, error)

DescribeGameServerInstancesWithContext is the same as DescribeGameServerInstances with the addition of the ability to pass a context and additional request options.

See DescribeGameServerInstances for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameServerRequest

func (c *GameLift) DescribeGameServerRequest(input *DescribeGameServerInput) (req *request.Request, output *DescribeGameServerOutput)

DescribeGameServerRequest generates a "aws/request.Request" representing the client's request for the DescribeGameServer operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameServer for more information on using the DescribeGameServer API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameServerRequest method.
req, resp := client.DescribeGameServerRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

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

func (*GameLift) DescribeGameServerWithContext

func (c *GameLift) DescribeGameServerWithContext(ctx aws.Context, input *DescribeGameServerInput, opts ...request.Option) (