func AcceptanceType_Values() []string
AcceptanceType_Values returns all elements of the AcceptanceType enum
func BackfillMode_Values() []string
BackfillMode_Values returns all elements of the BackfillMode enum
func BalancingStrategy_Values() []string
BalancingStrategy_Values returns all elements of the BalancingStrategy enum
func BuildStatus_Values() []string
BuildStatus_Values returns all elements of the BuildStatus enum
func CertificateType_Values() []string
CertificateType_Values returns all elements of the CertificateType enum
func ComparisonOperatorType_Values() []string
ComparisonOperatorType_Values returns all elements of the ComparisonOperatorType enum
func EC2InstanceType_Values() []string
EC2InstanceType_Values returns all elements of the EC2InstanceType enum
func EventCode_Values() []string
EventCode_Values returns all elements of the EventCode enum
func FleetAction_Values() []string
FleetAction_Values returns all elements of the FleetAction enum
func FleetStatus_Values() []string
FleetStatus_Values returns all elements of the FleetStatus enum
func FleetType_Values() []string
FleetType_Values returns all elements of the FleetType enum
func FlexMatchMode_Values() []string
FlexMatchMode_Values returns all elements of the FlexMatchMode enum
func GameServerClaimStatus_Values() []string
GameServerClaimStatus_Values returns all elements of the GameServerClaimStatus enum
func GameServerGroupAction_Values() []string
GameServerGroupAction_Values returns all elements of the GameServerGroupAction enum
func GameServerGroupDeleteOption_Values() []string
GameServerGroupDeleteOption_Values returns all elements of the GameServerGroupDeleteOption enum
func GameServerGroupInstanceType_Values() []string
GameServerGroupInstanceType_Values returns all elements of the GameServerGroupInstanceType enum
func GameServerGroupStatus_Values() []string
GameServerGroupStatus_Values returns all elements of the GameServerGroupStatus enum
func GameServerHealthCheck_Values() []string
GameServerHealthCheck_Values returns all elements of the GameServerHealthCheck enum
func GameServerInstanceStatus_Values() []string
GameServerInstanceStatus_Values returns all elements of the GameServerInstanceStatus enum
func GameServerProtectionPolicy_Values() []string
GameServerProtectionPolicy_Values returns all elements of the GameServerProtectionPolicy enum
func GameServerUtilizationStatus_Values() []string
GameServerUtilizationStatus_Values returns all elements of the GameServerUtilizationStatus enum
func GameSessionPlacementState_Values() []string
GameSessionPlacementState_Values returns all elements of the GameSessionPlacementState enum
func GameSessionStatusReason_Values() []string
GameSessionStatusReason_Values returns all elements of the GameSessionStatusReason enum
func GameSessionStatus_Values() []string
GameSessionStatus_Values returns all elements of the GameSessionStatus enum
func InstanceStatus_Values() []string
InstanceStatus_Values returns all elements of the InstanceStatus enum
func IpProtocol_Values() []string
IpProtocol_Values returns all elements of the IpProtocol enum
func MatchmakingConfigurationStatus_Values() []string
MatchmakingConfigurationStatus_Values returns all elements of the MatchmakingConfigurationStatus enum
func MetricName_Values() []string
MetricName_Values returns all elements of the MetricName enum
func OperatingSystem_Values() []string
OperatingSystem_Values returns all elements of the OperatingSystem enum
func PlayerSessionCreationPolicy_Values() []string
PlayerSessionCreationPolicy_Values returns all elements of the PlayerSessionCreationPolicy enum
func PlayerSessionStatus_Values() []string
PlayerSessionStatus_Values returns all elements of the PlayerSessionStatus enum
func PolicyType_Values() []string
PolicyType_Values returns all elements of the PolicyType enum
func ProtectionPolicy_Values() []string
ProtectionPolicy_Values returns all elements of the ProtectionPolicy enum
func RoutingStrategyType_Values() []string
RoutingStrategyType_Values returns all elements of the RoutingStrategyType enum
func ScalingAdjustmentType_Values() []string
ScalingAdjustmentType_Values returns all elements of the ScalingAdjustmentType enum
func ScalingStatusType_Values() []string
ScalingStatusType_Values returns all elements of the ScalingStatusType enum
func SortOrder_Values() []string
SortOrder_Values returns all elements of the SortOrder enum
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 (s AcceptMatchInput) GoString() string
GoString returns the string representation
func (s *AcceptMatchInput) SetAcceptanceType(v string) *AcceptMatchInput
SetAcceptanceType sets the AcceptanceType field's value.
func (s *AcceptMatchInput) SetPlayerIds(v []*string) *AcceptMatchInput
SetPlayerIds sets the PlayerIds field's value.
func (s *AcceptMatchInput) SetTicketId(v string) *AcceptMatchInput
SetTicketId sets the TicketId field's value.
func (s AcceptMatchInput) String() string
String returns the string representation
func (s *AcceptMatchInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type AcceptMatchOutput struct {
// contains filtered or unexported fields
}
func (s AcceptMatchOutput) GoString() string
GoString returns the string representation
func (s AcceptMatchOutput) String() string
String returns the string representation
type Alias struct { // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) // that is assigned to a GameLift alias resource and uniquely identifies it. // ARNs are unique across all Regions. In a GameLift alias ARN, the resource // ID matches the alias ID value. AliasArn *string `type:"string"` // A unique identifier for an 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
func (s Alias) GoString() string
GoString returns the string representation
func (s *Alias) SetAliasArn(v string) *Alias
SetAliasArn sets the AliasArn field's value.
func (s *Alias) SetAliasId(v string) *Alias
SetAliasId sets the AliasId field's value.
func (s *Alias) SetCreationTime(v time.Time) *Alias
SetCreationTime sets the CreationTime field's value.
func (s *Alias) SetDescription(v string) *Alias
SetDescription sets the Description field's value.
func (s *Alias) SetLastUpdatedTime(v time.Time) *Alias
SetLastUpdatedTime sets the LastUpdatedTime field's value.
func (s *Alias) SetName(v string) *Alias
SetName sets the Name field's value.
func (s *Alias) SetRoutingStrategy(v *RoutingStrategy) *Alias
SetRoutingStrategy sets the RoutingStrategy field's value.
func (s Alias) String() string
String returns the string representation
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 (s AttributeValue) GoString() string
GoString returns the string representation
func (s *AttributeValue) SetN(v float64) *AttributeValue
SetN sets the N field's value.
func (s *AttributeValue) SetS(v string) *AttributeValue
SetS sets the S field's value.
func (s *AttributeValue) SetSDM(v map[string]*float64) *AttributeValue
SetSDM sets the SDM field's value.
func (s *AttributeValue) SetSL(v []*string) *AttributeValue
SetSL sets the SL field's value.
func (s AttributeValue) String() string
String returns the string representation
func (s *AttributeValue) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s AwsCredentials) GoString() string
GoString returns the string representation
func (s *AwsCredentials) SetAccessKeyId(v string) *AwsCredentials
SetAccessKeyId sets the AccessKeyId field's value.
func (s *AwsCredentials) SetSecretAccessKey(v string) *AwsCredentials
SetSecretAccessKey sets the SecretAccessKey field's value.
func (s *AwsCredentials) SetSessionToken(v string) *AwsCredentials
SetSessionToken sets the SessionToken field's value.
func (s AwsCredentials) String() string
String returns the string representation
type Build struct { // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) // that is assigned to a GameLift build resource and uniquely identifies it. // ARNs are unique across all Regions. In a GameLift build ARN, the resource // ID matches the BuildId value. BuildArn *string `type:"string"` // A unique identifier for a build. BuildId *string `type:"string"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` // 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.
Related operations
* CreateBuild * ListBuilds * DescribeBuild * UpdateBuild * DeleteBuild
func (s Build) GoString() string
GoString returns the string representation
func (s *Build) SetBuildArn(v string) *Build
SetBuildArn sets the BuildArn field's value.
func (s *Build) SetBuildId(v string) *Build
SetBuildId sets the BuildId field's value.
func (s *Build) SetCreationTime(v time.Time) *Build
SetCreationTime sets the CreationTime field's value.
func (s *Build) SetName(v string) *Build
SetName sets the Name field's value.
func (s *Build) SetOperatingSystem(v string) *Build
SetOperatingSystem sets the OperatingSystem field's value.
func (s *Build) SetSizeOnDisk(v int64) *Build
SetSizeOnDisk sets the SizeOnDisk field's value.
func (s *Build) SetStatus(v string) *Build
SetStatus sets the Status field's value.
func (s *Build) SetVersion(v string) *Build
SetVersion sets the Version field's value.
func (s Build) String() string
String returns the string representation
type CertificateConfiguration struct { // Indicates whether a TLS/SSL certificate was generated for a fleet. // // CertificateType is a required field CertificateType *string `type:"string" required:"true" enum:"CertificateType"` // contains filtered or unexported fields }
Information about the use of a TLS/SSL certificate for a fleet. TLS certificate generation is enabled at the fleet level, with one certificate generated for the fleet. When this feature is enabled, the certificate can be retrieved using the GameLift Server SDK (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html) call GetInstanceCertificate. All instances in a fleet share the same certificate.
func (s CertificateConfiguration) GoString() string
GoString returns the string representation
func (s *CertificateConfiguration) SetCertificateType(v string) *CertificateConfiguration
SetCertificateType sets the CertificateType field's value.
func (s CertificateConfiguration) String() string
String returns the string representation
func (s *CertificateConfiguration) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s ClaimGameServerInput) GoString() string
GoString returns the string representation
func (s *ClaimGameServerInput) SetGameServerData(v string) *ClaimGameServerInput
SetGameServerData sets the GameServerData field's value.
func (s *ClaimGameServerInput) SetGameServerGroupName(v string) *ClaimGameServerInput
SetGameServerGroupName sets the GameServerGroupName field's value.
func (s *ClaimGameServerInput) SetGameServerId(v string) *ClaimGameServerInput
SetGameServerId sets the GameServerId field's value.
func (s ClaimGameServerInput) String() string
String returns the string representation
func (s *ClaimGameServerInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ClaimGameServerOutput struct { // Object that describes the newly claimed game server. GameServer *GameServer `type:"structure"` // contains filtered or unexported fields }
func (s ClaimGameServerOutput) GoString() string
GoString returns the string representation
func (s *ClaimGameServerOutput) SetGameServer(v *GameServer) *ClaimGameServerOutput
SetGameServer sets the GameServer field's value.
func (s ClaimGameServerOutput) String() string
String returns the string representation
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 (s *ConflictException) Code() string
Code returns the exception type name.
func (s *ConflictException) Error() string
func (s ConflictException) GoString() string
GoString returns the string representation
func (s *ConflictException) Message() string
Message returns the exception's message.
func (s *ConflictException) OrigErr() error
OrigErr always returns nil, satisfies awserr.Error interface.
func (s *ConflictException) RequestID() string
RequestID returns the service's response RequestID for request.
func (s *ConflictException) StatusCode() int
Status code returns the HTTP status code for the request's response error.
func (s ConflictException) String() string
String returns the string representation
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 (s CreateAliasInput) GoString() string
GoString returns the string representation
func (s *CreateAliasInput) SetDescription(v string) *CreateAliasInput
SetDescription sets the Description field's value.
func (s *CreateAliasInput) SetName(v string) *CreateAliasInput
SetName sets the Name field's value.
func (s *CreateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *CreateAliasInput
SetRoutingStrategy sets the RoutingStrategy field's value.
func (s *CreateAliasInput) SetTags(v []*Tag) *CreateAliasInput
SetTags sets the Tags field's value.
func (s CreateAliasInput) String() string
String returns the string representation
func (s *CreateAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s CreateAliasOutput) GoString() string
GoString returns the string representation
func (s *CreateAliasOutput) SetAlias(v *Alias) *CreateAliasOutput
SetAlias sets the Alias field's value.
func (s CreateAliasOutput) String() string
String returns the string representation
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"` // The location where your game build files are stored. Use this parameter only // when creating a build using files that are stored in an S3 bucket that you // own. Identify an S3 bucket name and key, which must in the same Region where // you're creating a build. This parameter must also specify the ARN for an // IAM role that you've set up to give Amazon GameLift access your S3 bucket. // To call this operation with a storage location, you must have IAM PassRole // permission. For more details on IAM roles and PassRole permissions, see Set // up a role for GameLift access (https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html). 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 (s CreateBuildInput) GoString() string
GoString returns the string representation
func (s *CreateBuildInput) SetName(v string) *CreateBuildInput
SetName sets the Name field's value.
func (s *CreateBuildInput) SetOperatingSystem(v string) *CreateBuildInput
SetOperatingSystem sets the OperatingSystem field's value.
func (s *CreateBuildInput) SetStorageLocation(v *S3Location) *CreateBuildInput
SetStorageLocation sets the StorageLocation field's value.
func (s *CreateBuildInput) SetTags(v []*Tag) *CreateBuildInput
SetTags sets the Tags field's value.
func (s *CreateBuildInput) SetVersion(v string) *CreateBuildInput
SetVersion sets the Version field's value.
func (s CreateBuildInput) String() string
String returns the string representation
func (s *CreateBuildInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 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 (s CreateBuildOutput) GoString() string
GoString returns the string representation
func (s *CreateBuildOutput) SetBuild(v *Build) *CreateBuildOutput
SetBuild sets the Build field's value.
func (s *CreateBuildOutput) SetStorageLocation(v *S3Location) *CreateBuildOutput
SetStorageLocation sets the StorageLocation field's value.
func (s *CreateBuildOutput) SetUploadCredentials(v *AwsCredentials) *CreateBuildOutput
SetUploadCredentials sets the UploadCredentials field's value.
func (s CreateBuildOutput) String() string
String returns the string representation
type CreateFleetInput struct { // A unique identifier for a build to be deployed on the new fleet. You can // use either the build ID or ARN value. The custom game server build must have // been successfully uploaded to Amazon GameLift and be in a READY status. This // fleet setting cannot be changed once the fleet is created. BuildId *string `type:"string"` // Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS // certificates are used for encrypting traffic between game clients and game // servers running on GameLift. If this parameter is not specified, the default // value, DISABLED, is used. This fleet setting cannot be changed once the fleet // is created. Learn more at Securing Client/Server Communication (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security). // // Note: This feature requires the AWS Certificate Manager (ACM) service, which // is available in the AWS global partition but not in all other partitions. // When working in a partition that does not support this feature, a request // for a new fleet with certificate generation results fails with a 4xx unsupported // Region error. // // Valid values include: // // * GENERATED - Generate a TLS/SSL certificate for this fleet. // // * DISABLED - (default) Do not generate a TLS/SSL certificate for this // fleet. CertificateConfiguration *CertificateConfiguration `type:"structure"` // A human-readable description of a fleet. Description *string `min:"1" type:"string"` // Range of IP addresses and port settings that permit inbound traffic to access // game sessions that are running on the fleet. For fleets using a custom game // build, this parameter is required before game sessions running on the fleet // can accept connections. For Realtime Servers fleets, Amazon GameLift automatically // sets TCP and UDP ranges for use by the Realtime servers. You can specify // multiple permission settings or add more by updating the fleet. EC2InboundPermissions []*IpPermission `type:"list"` // The name of an EC2 instance type that is supported in Amazon GameLift. A // fleet instance type determines the computing resources of each instance in // the fleet, including CPU, memory, storage, and networking capacity. Amazon // GameLift supports the following EC2 instance types. See Amazon EC2 Instance // Types (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. // // EC2InstanceType is a required field EC2InstanceType *string `type:"string" required:"true" enum:"EC2InstanceType"` // Indicates whether to use On-Demand instances or Spot instances for this fleet. // If empty, the default is ON_DEMAND. Both categories of instances use identical // hardware and configurations based on the instance type selected for this // fleet. Learn more about On-Demand versus Spot Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot). FleetType *string `type:"string" enum:"FleetType"` // A unique identifier for an AWS IAM role that manages access to your AWS services. // Fleets with an instance role ARN allow applications that are running on the // fleet's instances to assume the role. 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). // To call this operation with instance role ARN, you must have IAM PassRole // permissions. See IAM policy examples for GameLift (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-iam-policy-examples.html). InstanceRoleArn *string `min:"1" type:"string"` // This parameter is no longer used. Instead, to specify where Amazon GameLift // should store log files once a server process shuts down, use the Amazon GameLift // server API ProcessReady() and specify one or more directory paths in logParameters. // See more information in the Server API Reference (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 Amazon CloudWatch metric group to add this fleet to. A metric // group aggregates the metrics for all fleets in the group. Specify an existing // metric group name, or provide a new name to create a new metric group. A // fleet can only be included in one metric group at a time. MetricGroups []*string `type:"list"` // 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"` // A game session protection policy to apply to all instances in this fleet. // If this parameter is not set, instances in this fleet default to no protection. // You can change a fleet's protection policy using UpdateFleetAttributes, but // this change will only affect sessions created after the policy change. You // can also set protection for individual instances using UpdateGameSession. // // * NoProtection - The game session can be terminated during a scale-down // event. // // * FullProtection - If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // 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 *string `min:"1" type:"string"` // A unique identifier for a VPC with resources to be accessed by your Amazon // 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 Amazon 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 an individual player can // create over a span of time for this fleet. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // Instructions for launching server processes on each instance in the fleet. // Server processes run either a custom game build executable or a Realtime // script. The runtime configuration defines the server executables or launch // script file, launch parameters, and the number of processes to run concurrently // on each instance. When creating a fleet, the runtime configuration must have // at least one server process configuration; otherwise the request fails with // an invalid request exception. (This parameter replaces the parameters ServerLaunchPath // and ServerLaunchParameters, although requests that contain values for these // parameters instead of a runtime configuration will continue to work.) This // parameter is required unless the parameters ServerLaunchPath and ServerLaunchParameters // are defined. Runtime configuration replaced these parameters, but fleets // that use them will continue to work. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` // A unique identifier for a Realtime script to be deployed on the new fleet. // You can use either the script ID or ARN value. The Realtime script must have // been successfully uploaded to Amazon GameLift. This fleet setting cannot // be changed once the fleet is created. ScriptId *string `type:"string"` // This parameter is no longer used. Instead, specify server launch parameters // in the RuntimeConfiguration parameter. (Requests that specify a server launch // path and launch parameters instead of a runtime configuration will continue // to work.) ServerLaunchParameters *string `min:"1" type:"string"` // This parameter is no longer used. Instead, specify a server launch path using // the RuntimeConfiguration parameter. Requests that specify a server launch // path and launch parameters instead of a runtime configuration will continue // to work. ServerLaunchPath *string `min:"1" type:"string"` // 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 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 (s CreateFleetInput) GoString() string
GoString returns the string representation
func (s *CreateFleetInput) SetBuildId(v string) *CreateFleetInput
SetBuildId sets the BuildId field's value.
func (s *CreateFleetInput) SetCertificateConfiguration(v *CertificateConfiguration) *CreateFleetInput
SetCertificateConfiguration sets the CertificateConfiguration field's value.
func (s *CreateFleetInput) SetDescription(v string) *CreateFleetInput
SetDescription sets the Description field's value.
func (s *CreateFleetInput) SetEC2InboundPermissions(v []*IpPermission) *CreateFleetInput
SetEC2InboundPermissions sets the EC2InboundPermissions field's value.
func (s *CreateFleetInput) SetEC2InstanceType(v string) *CreateFleetInput
SetEC2InstanceType sets the EC2InstanceType field's value.
func (s *CreateFleetInput) SetFleetType(v string) *CreateFleetInput
SetFleetType sets the FleetType field's value.
func (s *CreateFleetInput) SetInstanceRoleArn(v string) *CreateFleetInput
SetInstanceRoleArn sets the InstanceRoleArn field's value.
func (s *CreateFleetInput) SetLogPaths(v []*string) *CreateFleetInput
SetLogPaths sets the LogPaths field's value.
func (s *CreateFleetInput) SetMetricGroups(v []*string) *CreateFleetInput
SetMetricGroups sets the MetricGroups field's value.
func (s *CreateFleetInput) SetName(v string) *CreateFleetInput
SetName sets the Name field's value.
func (s *CreateFleetInput) SetNewGameSessionProtectionPolicy(v string) *CreateFleetInput
SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.
func (s *CreateFleetInput) SetPeerVpcAwsAccountId(v string) *CreateFleetInput
SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value.
func (s *CreateFleetInput) SetPeerVpcId(v string) *CreateFleetInput
SetPeerVpcId sets the PeerVpcId field's value.
func (s *CreateFleetInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *CreateFleetInput
SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.
func (s *CreateFleetInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *CreateFleetInput
SetRuntimeConfiguration sets the RuntimeConfiguration field's value.
func (s *CreateFleetInput) SetScriptId(v string) *CreateFleetInput
SetScriptId sets the ScriptId field's value.
func (s *CreateFleetInput) SetServerLaunchParameters(v string) *CreateFleetInput
SetServerLaunchParameters sets the ServerLaunchParameters field's value.
func (s *CreateFleetInput) SetServerLaunchPath(v string) *CreateFleetInput
SetServerLaunchPath sets the ServerLaunchPath field's value.
func (s *CreateFleetInput) SetTags(v []*Tag) *CreateFleetInput
SetTags sets the Tags field's value.
func (s CreateFleetInput) String() string
String returns the string representation
func (s *CreateFleetInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateFleetOutput struct { // Properties for the newly created fleet. FleetAttributes *FleetAttributes `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request operation.
func (s CreateFleetOutput) GoString() string
GoString returns the string representation
func (s *CreateFleetOutput) SetFleetAttributes(v *FleetAttributes) *CreateFleetOutput
SetFleetAttributes sets the FleetAttributes field's value.
func (s CreateFleetOutput) String() string
String returns the string representation
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. // // 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 (s CreateGameServerGroupInput) GoString() string
GoString returns the string representation
func (s *CreateGameServerGroupInput) SetAutoScalingPolicy(v *GameServerGroupAutoScalingPolicy) *CreateGameServerGroupInput
SetAutoScalingPolicy sets the AutoScalingPolicy field's value.
func (s *CreateGameServerGroupInput) SetBalancingStrategy(v string) *CreateGameServerGroupInput
SetBalancingStrategy sets the BalancingStrategy field's value.
func (s *CreateGameServerGroupInput) SetGameServerGroupName(v string) *CreateGameServerGroupInput
SetGameServerGroupName sets the GameServerGroupName field's value.
func (s *CreateGameServerGroupInput) SetGameServerProtectionPolicy(v string) *CreateGameServerGroupInput
SetGameServerProtectionPolicy sets the GameServerProtectionPolicy field's value.
func (s *CreateGameServerGroupInput) SetInstanceDefinitions(v []*InstanceDefinition) *CreateGameServerGroupInput
SetInstanceDefinitions sets the InstanceDefinitions field's value.
func (s *CreateGameServerGroupInput) SetLaunchTemplate(v *LaunchTemplateSpecification) *CreateGameServerGroupInput
SetLaunchTemplate sets the LaunchTemplate field's value.
func (s *CreateGameServerGroupInput) SetMaxSize(v int64) *CreateGameServerGroupInput
SetMaxSize sets the MaxSize field's value.
func (s *CreateGameServerGroupInput) SetMinSize(v int64) *CreateGameServerGroupInput
SetMinSize sets the MinSize field's value.
func (s *CreateGameServerGroupInput) SetRoleArn(v string) *CreateGameServerGroupInput
SetRoleArn sets the RoleArn field's value.
func (s *CreateGameServerGroupInput) SetTags(v []*Tag) *CreateGameServerGroupInput
SetTags sets the Tags field's value.
func (s *CreateGameServerGroupInput) SetVpcSubnets(v []*string) *CreateGameServerGroupInput
SetVpcSubnets sets the VpcSubnets field's value.
func (s CreateGameServerGroupInput) String() string
String returns the string representation
func (s *CreateGameServerGroupInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s CreateGameServerGroupOutput) GoString() string
GoString returns the string representation
func (s *CreateGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *CreateGameServerGroupOutput
SetGameServerGroup sets the GameServerGroup field's value.
func (s CreateGameServerGroupOutput) String() string
String returns the string representation
type CreateGameSessionInput struct { // A unique identifier for an 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 // ID is used to enforce a resource protection policy (if one exists) that limits // the number of concurrent active game sessions one player can have. CreatorId *string `min:"1" type:"string"` // A unique identifier for a 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"` // Set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameProperties []*GameProperty `type:"list"` // Set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameSessionData *string `min:"1" type:"string"` // This parameter is no longer preferred. Please use IdempotencyToken instead. // Custom string that uniquely identifies a request for a new game session. // Maximum token length is 48 characters. If provided, this string is included // in the new game session's ID. (A game session ARN has the following format: // arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency // token>.) GameSessionId *string `min:"1" type:"string"` // Custom string that uniquely identifies a request for a new game session. // Maximum token length is 48 characters. If provided, this string is included // in the new game session's ID. (A game session ARN has the following format: // arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency // token>.) Idempotency tokens remain in use for 30 days after a game session // has ended; game session objects are retained for this time period and then // deleted. IdempotencyToken *string `min:"1" type:"string"` // 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 (s CreateGameSessionInput) GoString() string
GoString returns the string representation
func (s *CreateGameSessionInput) SetAliasId(v string) *CreateGameSessionInput
SetAliasId sets the AliasId field's value.
func (s *CreateGameSessionInput) SetCreatorId(v string) *CreateGameSessionInput
SetCreatorId sets the CreatorId field's value.
func (s *CreateGameSessionInput) SetFleetId(v string) *CreateGameSessionInput
SetFleetId sets the FleetId field's value.
func (s *CreateGameSessionInput) SetGameProperties(v []*GameProperty) *CreateGameSessionInput
SetGameProperties sets the GameProperties field's value.
func (s *CreateGameSessionInput) SetGameSessionData(v string) *CreateGameSessionInput
SetGameSessionData sets the GameSessionData field's value.
func (s *CreateGameSessionInput) SetGameSessionId(v string) *CreateGameSessionInput
SetGameSessionId sets the GameSessionId field's value.
func (s *CreateGameSessionInput) SetIdempotencyToken(v string) *CreateGameSessionInput
SetIdempotencyToken sets the IdempotencyToken field's value.
func (s *CreateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *CreateGameSessionInput
SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.
func (s *CreateGameSessionInput) SetName(v string) *CreateGameSessionInput
SetName sets the Name field's value.
func (s CreateGameSessionInput) String() string
String returns the string representation
func (s *CreateGameSessionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s CreateGameSessionOutput) GoString() string
GoString returns the string representation
func (s *CreateGameSessionOutput) SetGameSession(v *GameSession) *CreateGameSessionOutput
SetGameSession sets the GameSession field's value.
func (s CreateGameSessionOutput) String() string
String returns the string representation
type CreateGameSessionQueueInput struct { // A list of fleets that can be used to fulfill game session placement requests // in the queue. Fleets are identified by either a fleet ARN or a fleet alias // ARN. Destinations are listed in default preference order. Destinations []*GameSessionQueueDestination `type:"list"` // A descriptive label that is associated with game session queue. Queue names // must be unique within each Region. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // A collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. // With just one policy, the policy is enforced at the start of the game session // placement for the duration period. With multiple policies, each policy is // enforced consecutively for its duration period. For example, a queue might // enforce a 60-second policy followed by a 120-second policy, and then no policy // for the remainder of the placement. A player latency policy must set a value // for MaximumIndividualPlayerLatencyMilliseconds. If none is set, this API // request fails. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` // A list of labels to assign to the new game session queue resource. Tags are // developer-defined key-value pairs. Tagging AWS resources are useful for resource // management, access management and cost allocation. For more information, // see Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) // in the AWS General Reference. Once the resource is created, you can use TagResource, // UntagResource, and ListTagsForResource to add, remove, and view tags. The // maximum tag limit may be lower than stated. See the AWS General Reference // for actual tagging limits. Tags []*Tag `type:"list"` // The maximum time, in seconds, that a new game session placement request remains // in the queue. When a request exceeds this time, the game session placement // changes to a TIMED_OUT status. TimeoutInSeconds *int64 `type:"integer"` // contains filtered or unexported fields }
Represents the input for a request operation.
func (s CreateGameSessionQueueInput) GoString() string
GoString returns the string representation
func (s *CreateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *CreateGameSessionQueueInput
SetDestinations sets the Destinations field's value.
func (s *CreateGameSessionQueueInput) SetName(v string) *CreateGameSessionQueueInput
SetName sets the Name field's value.
func (s *CreateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *CreateGameSessionQueueInput
SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.
func (s *CreateGameSessionQueueInput) SetTags(v []*Tag) *CreateGameSessionQueueInput
SetTags sets the Tags field's value.
func (s *CreateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *CreateGameSessionQueueInput
SetTimeoutInSeconds sets the TimeoutInSeconds field's value.
func (s CreateGameSessionQueueInput) String() string
String returns the string representation
func (s *CreateGameSessionQueueInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s CreateGameSessionQueueOutput) GoString() string
GoString returns the string representation
func (s *CreateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) *CreateGameSessionQueueOutput
SetGameSessionQueue sets the GameSessionQueue field's value.
func (s CreateGameSessionQueueOutput) String() string
String returns the string representation
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. If any player rejects the match or fails // to accept before the timeout, the tickets are returned to the ticket pool // and continue to be evaluated for an acceptable match. AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` // The number of player slots in a match to keep open for future players. For // example, assume that the configuration's rule set specifies a match for a // single 12-person team. If the additional player count is set to 2, only 10 // players are initially 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"` // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) // that is assigned to a GameLift game session queue resource and uniquely identifies // it. ARNs are unique across all Regions. 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 a matchmaking configuration. This name is used to // identify the configuration associated with a matchmaking request or ticket. // // Name is a required field Name *string `type:"string" required:"true"` // An SNS topic ARN that is set up to receive matchmaking notifications. NotificationTarget *string `type:"string"` // The maximum duration, in seconds, that a matchmaking ticket can remain in // process before timing out. Requests that fail due to timing out can be resubmitted // as needed. // // RequestTimeoutSeconds is a required field RequestTimeoutSeconds *int64 `min:"1" type:"integer" required:"true"` // A unique identifier for a 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 (s CreateMatchmakingConfigurationInput) GoString() string
GoString returns the string representation
func (s *CreateMatchmakingConfigurationInput) SetAcceptanceRequired(v bool) *CreateMatchmakingConfigurationInput
SetAcceptanceRequired sets the AcceptanceRequired field's value.
func (s *CreateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds(v int64) *CreateMatchmakingConfigurationInput
SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value.
func (s *CreateMatchmakingConfigurationInput) SetAdditionalPlayerCount(v int64) *CreateMatchmakingConfigurationInput
SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value.
func (s *CreateMatchmakingConfigurationInput) SetBackfillMode(v string) *CreateMatchmakingConfigurationInput
SetBackfillMode sets the BackfillMode field's value.
func (s *CreateMatchmakingConfigurationInput) SetCustomEventData(v string) *CreateMatchmakingConfigurationInput
SetCustomEventData sets the CustomEventData field's value.
func (s *CreateMatchmakingConfigurationInput) SetDescription(v string) *CreateMatchmakingConfigurationInput
SetDescription sets the Description field's value.
func (s *CreateMatchmakingConfigurationInput) SetFlexMatchMode(v string) *CreateMatchmakingConfigurationInput
SetFlexMatchMode sets the FlexMatchMode field's value.
func (s *CreateMatchmakingConfigurationInput) SetGameProperties(v []*GameProperty) *CreateMatchmakingConfigurationInput
SetGameProperties sets the GameProperties field's value.
func (s *CreateMatchmakingConfigurationInput) SetGameSessionData(v string) *CreateMatchmakingConfigurationInput
SetGameSessionData sets the GameSessionData field's value.
func (s *CreateMatchmakingConfigurationInput) SetGameSessionQueueArns(v []*string) *CreateMatchmakingConfigurationInput
SetGameSessionQueueArns sets the GameSessionQueueArns field's value.
func (s *CreateMatchmakingConfigurationInput) SetName(v string) *CreateMatchmakingConfigurationInput
SetName sets the Name field's value.
func (s *CreateMatchmakingConfigurationInput) SetNotificationTarget(v string) *CreateMatchmakingConfigurationInput
SetNotificationTarget sets the NotificationTarget field's value.
func (s *CreateMatchmakingConfigurationInput) SetRequestTimeoutSeconds(v int64) *CreateMatchmakingConfigurationInput
SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value.
func (s *CreateMatchmakingConfigurationInput) SetRuleSetName(v string) *CreateMatchmakingConfigurationInput
SetRuleSetName sets the RuleSetName field's value.
func (s *CreateMatchmakingConfigurationInput) SetTags(v []*Tag) *CreateMatchmakingConfigurationInput
SetTags sets the Tags field's value.
func (s CreateMatchmakingConfigurationInput) String() string
String returns the string representation
func (s *CreateMatchmakingConfigurationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s CreateMatchmakingConfigurationOutput) GoString() string
GoString returns the string representation
func (s *CreateMatchmakingConfigurationOutput) SetConfiguration(v *MatchmakingConfiguration) *CreateMatchmakingConfigurationOutput
SetConfiguration sets the Configuration field's value.
func (s CreateMatchmakingConfigurationOutput) String() string
String returns the string representation
type CreateMatchmakingRuleSetInput struct { // A unique identifier for a 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 (s CreateMatchmakingRuleSetInput) GoString() string
GoString returns the string representation
func (s *CreateMatchmakingRuleSetInput) SetName(v string) *CreateMatchmakingRuleSetInput
SetName sets the Name field's value.
func (s *CreateMatchmakingRuleSetInput) SetRuleSetBody(v string) *CreateMatchmakingRuleSetInput
SetRuleSetBody sets the RuleSetBody field's value.
func (s *CreateMatchmakingRuleSetInput) SetTags(v []*Tag) *CreateMatchmakingRuleSetInput
SetTags sets the Tags field's value.
func (s CreateMatchmakingRuleSetInput) String() string
String returns the string representation
func (s *CreateMatchmakingRuleSetInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s CreateMatchmakingRuleSetOutput) GoString() string
GoString returns the string representation
func (s *CreateMatchmakingRuleSetOutput) SetRuleSet(v *MatchmakingRuleSet) *CreateMatchmakingRuleSetOutput
SetRuleSet sets the RuleSet field's value.
func (s CreateMatchmakingRuleSetOutput) String() string
String returns the string representation
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. Amazon GameLift does not // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // 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 (s CreatePlayerSessionInput) GoString() string
GoString returns the string representation
func (s *CreatePlayerSessionInput) SetGameSessionId(v string) *CreatePlayerSessionInput
SetGameSessionId sets the GameSessionId field's value.
func (s *CreatePlayerSessionInput) SetPlayerData(v string) *CreatePlayerSessionInput
SetPlayerData sets the PlayerData field's value.
func (s *CreatePlayerSessionInput) SetPlayerId(v string) *CreatePlayerSessionInput
SetPlayerId sets the PlayerId field's value.
func (s CreatePlayerSessionInput) String() string
String returns the string representation
func (s *CreatePlayerSessionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s CreatePlayerSessionOutput) GoString() string
GoString returns the string representation
func (s *CreatePlayerSessionOutput) SetPlayerSession(v *PlayerSession) *CreatePlayerSessionOutput
SetPlayerSession sets the PlayerSession field's value.
func (s CreatePlayerSessionOutput) String() string
String returns the string representation
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. Player data strings // for player IDs not included in the PlayerIds parameter are ignored. PlayerDataMap map[string]*string `type:"map"` // List of unique identifiers for the players to be added. // // PlayerIds is a required field PlayerIds []*string `min:"1" type:"list" required:"true"` // contains filtered or unexported fields }
Represents the input for a request operation.
func (s CreatePlayerSessionsInput) GoString() string
GoString returns the string representation
func (s *CreatePlayerSessionsInput) SetGameSessionId(v string) *CreatePlayerSessionsInput
SetGameSessionId sets the GameSessionId field's value.
func (s *CreatePlayerSessionsInput) SetPlayerDataMap(v map[string]*string) *CreatePlayerSessionsInput
SetPlayerDataMap sets the PlayerDataMap field's value.
func (s *CreatePlayerSessionsInput) SetPlayerIds(v []*string) *CreatePlayerSessionsInput
SetPlayerIds sets the PlayerIds field's value.
func (s CreatePlayerSessionsInput) String() string
String returns the string representation
func (s *CreatePlayerSessionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s CreatePlayerSessionsOutput) GoString() string
GoString returns the string representation
func (s *CreatePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *CreatePlayerSessionsOutput
SetPlayerSessions sets the PlayerSessions field's value.
func (s CreatePlayerSessionsOutput) String() string
String returns the string representation
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 Amazon S3 location of your Realtime scripts. The storage location must // specify the S3 bucket name, the zip file name (the "key"), and an IAM role // ARN that allows Amazon GameLift to access the S3 storage location. The S3 // bucket must be in the same Region where you are creating 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. To call this operation with a storage location, // you must have IAM PassRole permission. For more details on IAM roles and // PassRole permissions, see Set up a role for GameLift access (https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html). 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"` // The version 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 (s CreateScriptInput) GoString() string
GoString returns the string representation
func (s *CreateScriptInput) SetName(v string) *CreateScriptInput
SetName sets the Name field's value.
func (s *CreateScriptInput) SetStorageLocation(v *S3Location) *CreateScriptInput
SetStorageLocation sets the StorageLocation field's value.
func (s *CreateScriptInput) SetTags(v []*Tag) *CreateScriptInput
SetTags sets the Tags field's value.
func (s *CreateScriptInput) SetVersion(v string) *CreateScriptInput
SetVersion sets the Version field's value.
func (s *CreateScriptInput) SetZipFile(v []byte) *CreateScriptInput
SetZipFile sets the ZipFile field's value.
func (s CreateScriptInput) String() string
String returns the string representation
func (s *CreateScriptInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s CreateScriptOutput) GoString() string
GoString returns the string representation
func (s *CreateScriptOutput) SetScript(v *Script) *CreateScriptOutput
SetScript sets the Script field's value.
func (s CreateScriptOutput) String() string
String returns the string representation
type CreateVpcPeeringAuthorizationInput struct { // A unique identifier for the AWS account that you use to manage your Amazon // GameLift fleet. You can find your Account ID in the AWS Management Console // under account settings. // // GameLiftAwsAccountId is a required field GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"` // A unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same Region where your fleet is deployed. // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) // in the AWS Management Console. Learn more about VPC peering in VPC Peering // with Amazon 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 (s CreateVpcPeeringAuthorizationInput) GoString() string
GoString returns the string representation
func (s *CreateVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId(v string) *CreateVpcPeeringAuthorizationInput
SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value.
func (s *CreateVpcPeeringAuthorizationInput) SetPeerVpcId(v string) *CreateVpcPeeringAuthorizationInput
SetPeerVpcId sets the PeerVpcId field's value.
func (s CreateVpcPeeringAuthorizationInput) String() string
String returns the string representation
func (s *CreateVpcPeeringAuthorizationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s CreateVpcPeeringAuthorizationOutput) GoString() string
GoString returns the string representation
func (s *CreateVpcPeeringAuthorizationOutput) SetVpcPeeringAuthorization(v *VpcPeeringAuthorization) *CreateVpcPeeringAuthorizationOutput
SetVpcPeeringAuthorization sets the VpcPeeringAuthorization field's value.
func (s CreateVpcPeeringAuthorizationOutput) String() string
String returns the string representation
type CreateVpcPeeringConnectionInput struct { // A unique identifier for a 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 Amazon // GameLift fleet. The VPC must be in the same Region where your fleet is deployed. // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) // in the AWS Management Console. Learn more about VPC peering in VPC Peering // with Amazon 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 (s CreateVpcPeeringConnectionInput) GoString() string
GoString returns the string representation
func (s *CreateVpcPeeringConnectionInput) SetFleetId(v string) *CreateVpcPeeringConnectionInput
SetFleetId sets the FleetId field's value.
func (s *CreateVpcPeeringConnectionInput) SetPeerVpcAwsAccountId(v string) *CreateVpcPeeringConnectionInput
SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value.
func (s *CreateVpcPeeringConnectionInput) SetPeerVpcId(v string) *CreateVpcPeeringConnectionInput
SetPeerVpcId sets the PeerVpcId field's value.
func (s CreateVpcPeeringConnectionInput) String() string
String returns the string representation
func (s *CreateVpcPeeringConnectionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateVpcPeeringConnectionOutput struct {
// contains filtered or unexported fields
}
func (s CreateVpcPeeringConnectionOutput) GoString() string
GoString returns the string representation
func (s CreateVpcPeeringConnectionOutput) String() string
String returns the string representation
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 (s DeleteAliasInput) GoString() string
GoString returns the string representation
func (s *DeleteAliasInput) SetAliasId(v string) *DeleteAliasInput
SetAliasId sets the AliasId field's value.
func (s DeleteAliasInput) String() string
String returns the string representation
func (s *DeleteAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteAliasOutput struct {
// contains filtered or unexported fields
}
func (s DeleteAliasOutput) GoString() string
GoString returns the string representation
func (s DeleteAliasOutput) String() string
String returns the string representation
type DeleteBuildInput struct { // A unique identifier for a 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 (s DeleteBuildInput) GoString() string
GoString returns the string representation
func (s *DeleteBuildInput) SetBuildId(v string) *DeleteBuildInput
SetBuildId sets the BuildId field's value.
func (s DeleteBuildInput) String() string
String returns the string representation
func (s *DeleteBuildInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteBuildOutput struct {
// contains filtered or unexported fields
}
func (s DeleteBuildOutput) GoString() string
GoString returns the string representation
func (s DeleteBuildOutput) String() string
String returns the string representation
type DeleteFleetInput struct { // A unique identifier for a 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 (s DeleteFleetInput) GoString() string
GoString returns the string representation
func (s *DeleteFleetInput) SetFleetId(v string) *DeleteFleetInput
SetFleetId sets the FleetId field's value.
func (s DeleteFleetInput) String() string
String returns the string representation
func (s *DeleteFleetInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteFleetOutput struct {
// contains filtered or unexported fields
}
func (s DeleteFleetOutput) GoString() string
GoString returns the string representation
func (s DeleteFleetOutput) String() string
String returns the string representation
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 (s DeleteGameServerGroupInput) GoString() string
GoString returns the string representation
func (s *DeleteGameServerGroupInput) SetDeleteOption(v string) *DeleteGameServerGroupInput
SetDeleteOption sets the DeleteOption field's value.
func (s *DeleteGameServerGroupInput) SetGameServerGroupName(v string) *DeleteGameServerGroupInput
SetGameServerGroupName sets the GameServerGroupName field's value.
func (s DeleteGameServerGroupInput) String() string
String returns the string representation
func (s *DeleteGameServerGroupInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s DeleteGameServerGroupOutput) GoString() string
GoString returns the string representation
func (s *DeleteGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *DeleteGameServerGroupOutput
SetGameServerGroup sets the GameServerGroup field's value.
func (s DeleteGameServerGroupOutput) String() string
String returns the string representation
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 (s DeleteGameSessionQueueInput) GoString() string
GoString returns the string representation
func (s *DeleteGameSessionQueueInput) SetName(v string) *DeleteGameSessionQueueInput
SetName sets the Name field's value.
func (s DeleteGameSessionQueueInput) String() string
String returns the string representation
func (s *DeleteGameSessionQueueInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteGameSessionQueueOutput struct {
// contains filtered or unexported fields
}
func (s DeleteGameSessionQueueOutput) GoString() string
GoString returns the string representation
func (s DeleteGameSessionQueueOutput) String() string
String returns the string representation
type DeleteMatchmakingConfigurationInput struct { // A unique identifier for a 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 (s DeleteMatchmakingConfigurationInput) GoString() string
GoString returns the string representation
func (s *DeleteMatchmakingConfigurationInput) SetName(v string) *DeleteMatchmakingConfigurationInput
SetName sets the Name field's value.
func (s DeleteMatchmakingConfigurationInput) String() string
String returns the string representation
func (s *DeleteMatchmakingConfigurationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteMatchmakingConfigurationOutput struct {
// contains filtered or unexported fields
}
func (s DeleteMatchmakingConfigurationOutput) GoString() string
GoString returns the string representation
func (s DeleteMatchmakingConfigurationOutput) String() string
String returns the string representation
type DeleteMatchmakingRuleSetInput struct { // A unique identifier for a 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 (s DeleteMatchmakingRuleSetInput) GoString() string
GoString returns the string representation
func (s *DeleteMatchmakingRuleSetInput) SetName(v string) *DeleteMatchmakingRuleSetInput
SetName sets the Name field's value.
func (s DeleteMatchmakingRuleSetInput) String() string
String returns the string representation
func (s *DeleteMatchmakingRuleSetInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteMatchmakingRuleSetOutput struct {
// contains filtered or unexported fields
}
Represents the returned data in response to a request operation.
func (s DeleteMatchmakingRuleSetOutput) GoString() string
GoString returns the string representation
func (s DeleteMatchmakingRuleSetOutput) String() string
String returns the string representation
type DeleteScalingPolicyInput struct { // A unique identifier for a 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 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 (s DeleteScalingPolicyInput) GoString() string
GoString returns the string representation
func (s *DeleteScalingPolicyInput) SetFleetId(v string) *DeleteScalingPolicyInput
SetFleetId sets the FleetId field's value.
func (s *DeleteScalingPolicyInput) SetName(v string) *DeleteScalingPolicyInput
SetName sets the Name field's value.
func (s DeleteScalingPolicyInput) String() string
String returns the string representation
func (s *DeleteScalingPolicyInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteScalingPolicyOutput struct {
// contains filtered or unexported fields
}
func (s DeleteScalingPolicyOutput) GoString() string
GoString returns the string representation
func (s DeleteScalingPolicyOutput) String() string
String returns the string representation
type DeleteScriptInput struct { // A unique identifier for a 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 (s DeleteScriptInput) GoString() string
GoString returns the string representation
func (s *DeleteScriptInput) SetScriptId(v string) *DeleteScriptInput
SetScriptId sets the ScriptId field's value.
func (s DeleteScriptInput) String() string
String returns the string representation
func (s *DeleteScriptInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteScriptOutput struct {
// contains filtered or unexported fields
}
func (s DeleteScriptOutput) GoString() string
GoString returns the string representation
func (s DeleteScriptOutput) String() string
String returns the string representation
type DeleteVpcPeeringAuthorizationInput struct { // A unique identifier for the AWS account that you use to manage your Amazon // GameLift fleet. You can find your Account ID in the AWS Management Console // under account settings. // // GameLiftAwsAccountId is a required field GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"` // A unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same Region where your fleet is deployed. // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) // in the AWS Management Console. Learn more about VPC peering in VPC Peering // with Amazon 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 (s DeleteVpcPeeringAuthorizationInput) GoString() string
GoString returns the string representation
func (s *DeleteVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId(v string) *DeleteVpcPeeringAuthorizationInput
SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value.
func (s *DeleteVpcPeeringAuthorizationInput) SetPeerVpcId(v string) *DeleteVpcPeeringAuthorizationInput
SetPeerVpcId sets the PeerVpcId field's value.
func (s DeleteVpcPeeringAuthorizationInput) String() string
String returns the string representation
func (s *DeleteVpcPeeringAuthorizationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteVpcPeeringAuthorizationOutput struct {
// contains filtered or unexported fields
}
func (s DeleteVpcPeeringAuthorizationOutput) GoString() string
GoString returns the string representation
func (s DeleteVpcPeeringAuthorizationOutput) String() string
String returns the string representation
type DeleteVpcPeeringConnectionInput struct { // A unique identifier for a 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 (s DeleteVpcPeeringConnectionInput) GoString() string
GoString returns the string representation
func (s *DeleteVpcPeeringConnectionInput) SetFleetId(v string) *DeleteVpcPeeringConnectionInput
SetFleetId sets the FleetId field's value.
func (s *DeleteVpcPeeringConnectionInput) SetVpcPeeringConnectionId(v string) *DeleteVpcPeeringConnectionInput
SetVpcPeeringConnectionId sets the VpcPeeringConnectionId field's value.
func (s DeleteVpcPeeringConnectionInput) String() string
String returns the string representation
func (s *DeleteVpcPeeringConnectionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteVpcPeeringConnectionOutput struct {
// contains filtered or unexported fields
}
func (s DeleteVpcPeeringConnectionOutput) GoString() string
GoString returns the string representation
func (s DeleteVpcPeeringConnectionOutput) String() string
String returns the string representation
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 (s DeregisterGameServerInput) GoString() string
GoString returns the string representation
func (s *DeregisterGameServerInput) SetGameServerGroupName(v string) *DeregisterGameServerInput
SetGameServerGroupName sets the GameServerGroupName field's value.
func (s *DeregisterGameServerInput) SetGameServerId(v string) *DeregisterGameServerInput
SetGameServerId sets the GameServerId field's value.
func (s DeregisterGameServerInput) String() string
String returns the string representation
func (s *DeregisterGameServerInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeregisterGameServerOutput struct {
// contains filtered or unexported fields
}
func (s DeregisterGameServerOutput) GoString() string
GoString returns the string representation
func (s DeregisterGameServerOutput) String() string
String returns the string representation
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 (s DescribeAliasInput) GoString() string
GoString returns the string representation
func (s *DescribeAliasInput) SetAliasId(v string) *DescribeAliasInput
SetAliasId sets the AliasId field's value.
func (s DescribeAliasInput) String() string
String returns the string representation
func (s *DescribeAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s DescribeAliasOutput) GoString() string
GoString returns the string representation
func (s *DescribeAliasOutput) SetAlias(v *Alias) *DescribeAliasOutput
SetAlias sets the Alias field's value.
func (s DescribeAliasOutput) String() string
String returns the string representation
type DescribeBuildInput struct { // A unique identifier for a 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 (s DescribeBuildInput) GoString() string
GoString returns the string representation
func (s *DescribeBuildInput) SetBuildId(v string) *DescribeBuildInput
SetBuildId sets the BuildId field's value.
func (s DescribeBuildInput) String() string
String returns the string representation
func (s *DescribeBuildInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s DescribeBuildOutput) GoString() string
GoString returns the string representation
func (s *DescribeBuildOutput) SetBuild(v *Build) *DescribeBuildOutput
SetBuild sets the Build field's value.
func (s DescribeBuildOutput) String() string
String returns the string representation
type DescribeEC2InstanceLimitsInput struct { // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. Leave // this parameter blank to retrieve limits for all types. EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` // contains filtered or unexported fields }
Represents the input for a request operation.
func (s DescribeEC2InstanceLimitsInput) GoString() string
GoString returns the string representation
func (s *DescribeEC2InstanceLimitsInput) SetEC2InstanceType(v string) *DescribeEC2InstanceLimitsInput
SetEC2InstanceType sets the EC2InstanceType field's value.
func (s DescribeEC2InstanceLimitsInput) String() string
String returns the string representation
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 (s DescribeEC2InstanceLimitsOutput) GoString() string
GoString returns the string representation
func (s *DescribeEC2InstanceLimitsOutput) SetEC2InstanceLimits(v []*EC2InstanceLimit) *DescribeEC2InstanceLimitsOutput
SetEC2InstanceLimits sets the EC2InstanceLimits field's value.
func (s DescribeEC2InstanceLimitsOutput) String() string
String returns the string representation
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. If the list of fleet identifiers includes // fleets that don't currently exist, the request succeeds but no attributes // for that fleet are returned. 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"` // 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 (s DescribeFleetAttributesInput) GoString() string
GoString returns the string representation
func (s *DescribeFleetAttributesInput) SetFleetIds(v []*string) *DescribeFleetAttributesInput
SetFleetIds sets the FleetIds field's value.
func (s *DescribeFleetAttributesInput) SetLimit(v int64) *DescribeFleetAttributesInput
SetLimit sets the Limit field's value.
func (s *DescribeFleetAttributesInput) SetNextToken(v string) *DescribeFleetAttributesInput
SetNextToken sets the NextToken field's value.
func (s DescribeFleetAttributesInput) String() string
String returns the string representation
func (s *DescribeFleetAttributesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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"` // 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 (s DescribeFleetAttributesOutput) GoString() string
GoString returns the string representation
func (s *DescribeFleetAttributesOutput) SetFleetAttributes(v []*FleetAttributes) *DescribeFleetAttributesOutput
SetFleetAttributes sets the FleetAttributes field's value.
func (s *DescribeFleetAttributesOutput) SetNextToken(v string) *DescribeFleetAttributesOutput
SetNextToken sets the NextToken field's value.
func (s DescribeFleetAttributesOutput) String() string
String returns the string representation
type DescribeFleetCapacityInput struct { // A unique identifier for a fleet(s) to retrieve capacity information for. // You can use either the fleet ID or ARN value. 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"` // 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 (s DescribeFleetCapacityInput) GoString() string
GoString returns the string representation
func (s *DescribeFleetCapacityInput) SetFleetIds(v []*string) *DescribeFleetCapacityInput
SetFleetIds sets the FleetIds field's value.
func (s *DescribeFleetCapacityInput) SetLimit(v int64) *DescribeFleetCapacityInput
SetLimit sets the Limit field's value.
func (s *DescribeFleetCapacityInput) SetNextToken(v string) *DescribeFleetCapacityInput
SetNextToken sets the NextToken field's value.
func (s DescribeFleetCapacityInput) String() string
String returns the string representation
func (s *DescribeFleetCapacityInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetCapacityOutput struct { // A collection of objects containing capacity information for each requested // fleet ID. Leave this parameter empty to retrieve capacity information for // all fleets. FleetCapacity []*FleetCapacity `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this 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 (s DescribeFleetCapacityOutput) GoString() string
GoString returns the string representation
func (s *DescribeFleetCapacityOutput) SetFleetCapacity(v []*FleetCapacity) *DescribeFleetCapacityOutput
SetFleetCapacity sets the FleetCapacity field's value.
func (s *DescribeFleetCapacityOutput) SetNextToken(v string) *DescribeFleetCapacityOutput
SetNextToken sets the NextToken field's value.
func (s DescribeFleetCapacityOutput) String() string
String returns the string representation
type DescribeFleetEventsInput struct { // Most recent date to retrieve event logs for. If no end time is specified, // this call returns entries from the specified start time up to the present. // Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057"). EndTime *time.Time `type:"timestamp"` // A unique identifier for a 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"` // 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"` // 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 (s DescribeFleetEventsInput) GoString() string
GoString returns the string representation
func (s *DescribeFleetEventsInput) SetEndTime(v time.Time) *DescribeFleetEventsInput
SetEndTime sets the EndTime field's value.
func (s *DescribeFleetEventsInput) SetFleetId(v string) *DescribeFleetEventsInput
SetFleetId sets the FleetId field's value.
func (s *DescribeFleetEventsInput) SetLimit(v int64) *DescribeFleetEventsInput
SetLimit sets the Limit field's value.
func (s *DescribeFleetEventsInput) SetNextToken(v string) *DescribeFleetEventsInput
SetNextToken sets the NextToken field's value.
func (s *DescribeFleetEventsInput) SetStartTime(v time.Time) *DescribeFleetEventsInput
SetStartTime sets the StartTime field's value.
func (s DescribeFleetEventsInput) String() string
String returns the string representation
func (s *DescribeFleetEventsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetEventsOutput struct { // A collection of objects containing event log entries for the specified fleet. Events []*Event `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this 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 (s DescribeFleetEventsOutput) GoString() string
GoString returns the string representation
func (s *DescribeFleetEventsOutput) SetEvents(v []*Event) *DescribeFleetEventsOutput
SetEvents sets the Events field's value.
func (s *DescribeFleetEventsOutput) SetNextToken(v string) *DescribeFleetEventsOutput
SetNextToken sets the NextToken field's value.
func (s DescribeFleetEventsOutput) String() string
String returns the string representation
type DescribeFleetPortSettingsInput struct { // A unique identifier for a 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"` // contains filtered or unexported fields }
Represents the input for a request operation.
func (s DescribeFleetPortSettingsInput) GoString() string
GoString returns the string representation
func (s *DescribeFleetPortSettingsInput) SetFleetId(v string) *DescribeFleetPortSettingsInput
SetFleetId sets the FleetId field's value.
func (s DescribeFleetPortSettingsInput) String() string
String returns the string representation
func (s *DescribeFleetPortSettingsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetPortSettingsOutput struct { // The port settings for the requested fleet ID. InboundPermissions []*IpPermission `type:"list"` // contains filtered or unexported fields }
Represents the returned data in response to a request operation.
func (s DescribeFleetPortSettingsOutput) GoString() string
GoString returns the string representation
func (s *DescribeFleetPortSettingsOutput) SetInboundPermissions(v []*IpPermission) *DescribeFleetPortSettingsOutput
SetInboundPermissions sets the InboundPermissions field's value.
func (s DescribeFleetPortSettingsOutput) String() string
String returns the string representation
type DescribeFleetUtilizationInput struct { // A unique identifier for a 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. If the list of fleet identifiers // includes fleets that don't currently exist, the request succeeds but no attributes // for that fleet are returned. 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"` // 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 (s DescribeFleetUtilizationInput) GoString() string
GoString returns the string representation
func (s *DescribeFleetUtilizationInput) SetFleetIds(v []*string) *DescribeFleetUtilizationInput
SetFleetIds sets the FleetIds field's value.
func (s *DescribeFleetUtilizationInput) SetLimit(v int64) *DescribeFleetUtilizationInput
SetLimit sets the Limit field's value.
func (s *DescribeFleetUtilizationInput) SetNextToken(v string) *DescribeFleetUtilizationInput
SetNextToken sets the NextToken field's value.
func (s DescribeFleetUtilizationInput) String() string
String returns the string representation
func (s *DescribeFleetUtilizationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetUtilizationOutput struct { // A collection of objects containing utilization information for each requested // fleet ID. FleetUtilization []*FleetUtilization `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this 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 (s DescribeFleetUtilizationOutput) GoString() string
GoString returns the string representation
func (s *DescribeFleetUtilizationOutput) SetFleetUtilization(v []*FleetUtilization) *DescribeFleetUtilizationOutput
SetFleetUtilization sets the FleetUtilization field's value.
func (s *DescribeFleetUtilizationOutput) SetNextToken(v string) *DescribeFleetUtilizationOutput
SetNextToken sets the NextToken field's value.
func (s DescribeFleetUtilizationOutput) String() string
String returns the string representation
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 (s DescribeGameServerGroupInput) GoString() string
GoString returns the string representation
func (s *DescribeGameServerGroupInput) SetGameServerGroupName(v string) *DescribeGameServerGroupInput
SetGameServerGroupName sets the GameServerGroupName field's value.
func (s DescribeGameServerGroupInput) String() string
String returns the string representation
func (s *DescribeGameServerGroupInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s DescribeGameServerGroupOutput) GoString() string
GoString returns the string representation
func (s *DescribeGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *DescribeGameServerGroupOutput
SetGameServerGroup sets the GameServerGroup field's value.
func (s DescribeGameServerGroupOutput) String() string
String returns the string representation
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 (s DescribeGameServerInput) GoString() string
GoString returns the string representation
func (s *DescribeGameServerInput) SetGameServerGroupName(v string) *DescribeGameServerInput
SetGameServerGroupName sets the GameServerGroupName field's value.
func (s *DescribeGameServerInput) SetGameServerId(v string) *DescribeGameServerInput
SetGameServerId sets the GameServerId field's value.
func (s DescribeGameServerInput) String() string
String returns the string representation
func (s *DescribeGameServerInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 segments. Limit *int64 `min:"1" type:"integer"` // A token that indicates the start of the next sequential segment of results. // Use the token returned with the 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 (s DescribeGameServerInstancesInput) GoString() string
GoString returns the string representation
func (s *DescribeGameServerInstancesInput) SetGameServerGroupName(v string) *DescribeGameServerInstancesInput
SetGameServerGroupName sets the GameServerGroupName field's value.
func (s *DescribeGameServerInstancesInput) SetInstanceIds(v []*string) *DescribeGameServerInstancesInput
SetInstanceIds sets the InstanceIds field's value.
func (s *DescribeGameServerInstancesInput) SetLimit(v int64) *DescribeGameServerInstancesInput
SetLimit sets the Limit field's value.
func (s *DescribeGameServerInstancesInput) SetNextToken(v string) *DescribeGameServerInstancesInput
SetNextToken sets the NextToken field's value.
func (s DescribeGameServerInstancesInput) String() string
String returns the string representation
func (s *DescribeGameServerInstancesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s DescribeGameServerInstancesOutput) GoString() string
GoString returns the string representation
func (s *DescribeGameServerInstancesOutput) SetGameServerInstances(v []*GameServerInstance) *DescribeGameServerInstancesOutput
SetGameServerInstances sets the GameServerInstances field's value.
func (s *DescribeGameServerInstancesOutput) SetNextToken(v string) *DescribeGameServerInstancesOutput
SetNextToken sets the NextToken field's value.
func (s DescribeGameServerInstancesOutput) String() string
String returns the string representation
type DescribeGameServerOutput struct { // Object that describes the requested game server. GameServer *GameServer `type:"structure"` // contains filtered or unexported fields }
func (s DescribeGameServerOutput) GoString() string
GoString returns the string representation
func (s *DescribeGameServerOutput) SetGameServer(v *GameServer) *DescribeGameServerOutput
SetGameServer sets the GameServer field's value.
func (s DescribeGameServerOutput) String() string
String returns the string representation
type DescribeGameSessionDetailsInput struct { // A unique identifier for an 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 a 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"` // 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 (s DescribeGameSessionDetailsInput) GoString() string
GoString returns the string representation
func (s *DescribeGameSessionDetailsInput) SetAliasId(v string) *DescribeGameSessionDetailsInput
SetAliasId sets the AliasId field's value.
func (s *DescribeGameSessionDetailsInput) SetFleetId(v string) *DescribeGameSessionDetailsInput
SetFleetId sets the FleetId field's value.
func (s *DescribeGameSessionDetailsInput) SetGameSessionId(v string) *DescribeGameSessionDetailsInput
SetGameSessionId sets the GameSessionId field's value.
func (s *DescribeGameSessionDetailsInput) SetLimit(v int64) *DescribeGameSessionDetailsInput
SetLimit sets the Limit field's value.
func (s *DescribeGameSessionDetailsInput) SetNextToken(v string) *DescribeGameSessionDetailsInput
SetNextToken sets the NextToken field's value.
func (s *DescribeGameSessionDetailsInput) SetStatusFilter(v string) *DescribeGameSessionDetailsInput
SetStatusFilter sets the StatusFilter field's value.
func (s DescribeGameSessionDetailsInput) String() string
String returns the string representation
func (s *DescribeGameSessionDetailsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeGameSessionDetailsOutput struct { // A collection of objects containing game session properties and the protection // policy currently in force for each session matching the request. GameSessionDetails []*GameSessionDetail `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this 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 (s DescribeGameSessionDetailsOutput) GoString() string
GoString returns the string representation
func (s *DescribeGameSessionDetailsOutput) SetGameSessionDetails(v []*GameSessionDetail) *DescribeGameSessionDetailsOutput
SetGameSessionDetails sets the GameSessionDetails field's value.
func (s *DescribeGameSessionDetailsOutput) SetNextToken(v string) *DescribeGameSessionDetailsOutput
SetNextToken sets the NextToken field's value.
func (s DescribeGameSessionDetailsOutput) String() string
String returns the string representation
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 (s DescribeGameSessionPlacementInput) GoString() string
GoString returns the string representation
func (s *DescribeGameSessionPlacementInput) SetPlacementId(v string) *DescribeGameSessionPlacementInput
SetPlacementId sets the PlacementId field's value.
func (s DescribeGameSessionPlacementInput) String() string
String returns the string representation
func (s *DescribeGameSessionPlacementInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s DescribeGameSessionPlacementOutput) GoString() string
GoString returns the string representation
func (s *DescribeGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *DescribeGameSessionPlacementOutput
SetGameSessionPlacement sets the GameSessionPlacement field's value.
func (s DescribeGameSessionPlacementOutput) String() string
String returns the string representation
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 (s DescribeGameSessionQueuesInput) GoString() string
GoString returns the string representation
func (s *DescribeGameSessionQueuesInput) SetLimit(v int64) *DescribeGameSessionQueuesInput
SetLimit sets the Limit field's value.
func (s *DescribeGameSessionQueuesInput) SetNames(v []*string) *DescribeGameSessionQueuesInput
SetNames sets the Names field's value.
func (s *DescribeGameSessionQueuesInput) SetNextToken(v string) *DescribeGameSessionQueuesInput
SetNextToken sets the NextToken field's value.
func (s DescribeGameSessionQueuesInput) String() string
String returns the string representation
func (s *DescribeGameSessionQueuesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s DescribeGameSessionQueuesOutput) GoString() string
GoString returns the string representation
func (s *DescribeGameSessionQueuesOutput) SetGameSessionQueues(v []*GameSessionQueue) *DescribeGameSessionQueuesOutput
SetGameSessionQueues sets the GameSessionQueues field's value.
func (s *DescribeGameSessionQueuesOutput) SetNextToken(v string) *DescribeGameSessionQueuesOutput
SetNextToken sets the NextToken field's value.
func (s DescribeGameSessionQueuesOutput) String() string
String returns the string representation
type DescribeGameSessionsInput struct { // A unique identifier for an 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 a fleet to retrieve all 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"` // 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 (s DescribeGameSessionsInput) GoString() string
GoString returns the string representation
func (s *DescribeGameSessionsInput) SetAliasId(v string) *DescribeGameSessionsInput
SetAliasId sets the AliasId field's value.
func (s *DescribeGameSessionsInput) SetFleetId(v string) *DescribeGameSessionsInput
SetFleetId sets the FleetId field's value.
func (s *DescribeGameSessionsInput) SetGameSessionId(v string) *DescribeGameSessionsInput
SetGameSessionId sets the GameSessionId field's value.
func (s *DescribeGameSessionsInput) SetLimit(v int64) *DescribeGameSessionsInput
SetLimit sets the Limit field's value.
func (s *DescribeGameSessionsInput) SetNextToken(v string) *DescribeGameSessionsInput
SetNextToken sets the NextToken field's value.
func (s *DescribeGameSessionsInput) SetStatusFilter(v string) *DescribeGameSessionsInput
SetStatusFilter sets the StatusFilter field's value.
func (s DescribeGameSessionsInput) String() string
String returns the string representation
func (s *DescribeGameSessionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeGameSessionsOutput struct { // A collection of objects containing game session properties for each session // matching the request. GameSessions []*GameSession `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this 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 (s DescribeGameSessionsOutput) GoString() string
GoString returns the string representation
func (s *DescribeGameSessionsOutput) SetGameSessions(v []*GameSession) *DescribeGameSessionsOutput
SetGameSessions sets the GameSessions field's value.
func (s *DescribeGameSessionsOutput) SetNextToken(v string) *DescribeGameSessionsOutput
SetNextToken sets the NextToken field's value.
func (s DescribeGameSessionsOutput) String() string
String returns the string representation
type DescribeInstancesInput struct { // A unique identifier for a 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"` // 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 (s DescribeInstancesInput) GoString() string
GoString returns the string representation
func (s *DescribeInstancesInput) SetFleetId(v string) *DescribeInstancesInput
SetFleetId sets the FleetId field's value.
func (s *DescribeInstancesInput) SetInstanceId(v string) *DescribeInstancesInput
SetInstanceId sets the InstanceId field's value.
func (s *DescribeInstancesInput) SetLimit(v int64) *DescribeInstancesInput
SetLimit sets the Limit field's value.
func (s *DescribeInstancesInput) SetNextToken(v string) *DescribeInstancesInput
SetNextToken sets the NextToken field's value.
func (s DescribeInstancesInput) String() string
String returns the string representation
func (s *DescribeInstancesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeInstancesOutput struct { // A collection of objects containing properties for each instance returned. Instances []*Instance `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this 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 (s DescribeInstancesOutput) GoString() string
GoString returns the string representation
func (s *DescribeInstancesOutput) SetInstances(v []*Instance) *DescribeInstancesOutput
SetInstances sets the Instances field's value.
func (s *DescribeInstancesOutput) SetNextToken(v string) *DescribeInstancesOutput
SetNextToken sets the NextToken field's value.
func (s DescribeInstancesOutput) String() string
String returns the string representation
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 a 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 a 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 (s DescribeMatchmakingConfigurationsInput) GoString() string
GoString returns the string representation
func (s *DescribeMatchmakingConfigurationsInput) SetLimit(v int64) *DescribeMatchmakingConfigurationsInput
SetLimit sets the Limit field's value.
func (s *DescribeMatchmakingConfigurationsInput) SetNames(v []*string) *DescribeMatchmakingConfigurationsInput
SetNames sets the Names field's value.
func (s *DescribeMatchmakingConfigurationsInput) SetNextToken(v string) *DescribeMatchmakingConfigurationsInput
SetNextToken sets the NextToken field's value.
func (s *DescribeMatchmakingConfigurationsInput) SetRuleSetName(v string) *DescribeMatchmakingConfigurationsInput
SetRuleSetName sets the RuleSetName field's value.
func (s DescribeMatchmakingConfigurationsInput) String() string
String returns the string representation
func (s *DescribeMatchmakingConfigurationsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s DescribeMatchmakingConfigurationsOutput) GoString() string
GoString returns the string representation
func (s *DescribeMatchmakingConfigurationsOutput) SetConfigurations(v []*MatchmakingConfiguration) *DescribeMatchmakingConfigurationsOutput
SetConfigurations sets the Configurations field's value.
func (s *DescribeMatchmakingConfigurationsOutput) SetNextToken(v string) *DescribeMatchmakingConfigurationsOutput
SetNextToken sets the NextToken field's value.
func (s DescribeMatchmakingConfigurationsOutput) String() string
String returns the string representation
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 (s DescribeMatchmakingInput) GoString() string
GoString returns the string representation
func (s *DescribeMatchmakingInput) SetTicketIds(v []*string) *DescribeMatchmakingInput
SetTicketIds sets the TicketIds field's value.
func (s DescribeMatchmakingInput) String() string
String returns the string representation
func (s *DescribeMatchmakingInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s DescribeMatchmakingOutput) GoString() string
GoString returns the string representation
func (s *DescribeMatchmakingOutput) SetTicketList(v []*MatchmakingTicket) *DescribeMatchmakingOutput
SetTicketList sets the TicketList field's value.
func (s DescribeMatchmakingOutput) String() string
String returns the string representation
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 (s DescribeMatchmakingRuleSetsInput) GoString() string
GoString returns the string representation
func (s *DescribeMatchmakingRuleSetsInput) SetLimit(v int64) *DescribeMatchmakingRuleSetsInput
SetLimit sets the Limit field's value.
func (s *DescribeMatchmakingRuleSetsInput) SetNames(v []*string) *DescribeMatchmakingRuleSetsInput
SetNames sets the Names field's value.
func (s *DescribeMatchmakingRuleSetsInput) SetNextToken(v string) *DescribeMatchmakingRuleSetsInput
SetNextToken sets the NextToken field's value.
func (s DescribeMatchmakingRuleSetsInput) String() string
String returns the string representation
func (s *DescribeMatchmakingRuleSetsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 (s DescribeMatchmakingRuleSetsOutput) GoString() string
GoString returns the string representation
func (s *DescribeMatchmakingRuleSetsOutput) SetNextToken(v string) *DescribeMatchmakingRuleSetsOutput
SetNextToken sets the NextToken field's value.
func (s *DescribeMatchmakingRuleSetsOutput) SetRuleSets(v []*MatchmakingRuleSet) *DescribeMatchmakingRuleSetsOutput
SetRuleSets sets the RuleSets field's value.
func (s DescribeMatchmakingRuleSetsOutput) String() string
String returns the string representation
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"` // 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 (s DescribePlayerSessionsInput) GoString() string
GoString returns the string representation
func (s *DescribePlayerSessionsInput) SetGameSessionId(v string) *DescribePlayerSessionsInput
SetGameSessionId sets the GameSessionId field's value.
func (s *DescribePlayerSessionsInput) SetLimit(v int64) *DescribePlayerSessionsInput
SetLimit sets the Limit field's value.
func (s *DescribePlayerSessionsInput) SetNextToken(v string) *DescribePlayerSessionsInput
SetNextToken sets the NextToken field's value.
func (s *DescribePlayerSessionsInput) SetPlayerId(v string) *DescribePlayerSessionsInput
SetPlayerId sets the PlayerId field's value.
func (s *DescribePlayerSessionsInput) SetPlayerSessionId(v string) *DescribePlayerSessionsInput
SetPlayerSessionId sets the PlayerSessionId field's value.
func (s *DescribePlayerSessionsInput) SetPlayerSessionStatusFilter(v string) *DescribePlayerSessionsInput
SetPlayerSessionStatusFilter sets the PlayerSessionStatusFilter field's value.
func (s DescribePlayerSessionsInput) String() string
String returns the string representation
func (s *DescribePlayerSessionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribePlayerSessionsOutput struct { // 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 (s DescribePlayerSessionsOutput) GoString() string
GoString returns the string representation
func (s *DescribePlayerSessionsOutput) SetNextToken(v string) *DescribePlayerSessionsOutput
SetNextToken sets the NextToken field's value.
func (s *DescribePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *DescribePlayerSessionsOutput
SetPlayerSessions sets the PlayerSessions field's value.
func (s DescribePlayerSessionsOutput) String() string
String returns the string representation
type DescribeRuntimeConfigurationInput struct { // A unique identifier for a 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 (s DescribeRuntimeConfigurationInput) GoString() string
GoString returns the string representation
func (s *DescribeRuntimeConfigurationInput) SetFleetId(v string) *DescribeRuntimeConfigurationInput
SetFleetId sets the FleetId field's value.
func (s DescribeRuntimeConfigurationInput) String() string
String returns the string representation
func (s *DescribeRuntimeConfigurationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeRuntimeConfigurationOutput struct { // Instructions describing how server processes should be launched and maintained // on each instance in the fleet. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request operation.
func (s DescribeRuntimeConfigurationOutput) GoString() string
GoString returns the string representation
func (s *DescribeRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeConfiguration) *DescribeRuntimeConfigurationOutput
SetRuntimeConfiguration sets the RuntimeConfiguration field's value.
func (s DescribeRuntimeConfigurationOutput) String() string
String returns the string representation
type DescribeScalingPoliciesInput struct { // A unique identifier for a 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"` // 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 (s DescribeScalingPoliciesInput) GoString() string
GoString returns the string representation
func (s *DescribeScalingPoliciesInput) SetFleetId(v string) *DescribeScalingPoliciesInput
SetFleetId sets the FleetId field's value.
func (s *DescribeScalingPoliciesInput) SetLimit(v int64) *DescribeScalingPoliciesInput
SetLimit sets the Limit field's value.
func (s *DescribeScalingPoliciesInput) SetNextToken(v string) *DescribeScalingPoliciesInput
SetNextToken sets the NextToken field's value.
func (s *DescribeScalingPoliciesInput) SetStatusFilter(v string) *DescribeScalingPoliciesInput
SetStatusFilter sets the StatusFilter field's value.
func (s DescribeScalingPoliciesInput) String() string
String returns the string representation
func (s *DescribeScalingPoliciesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeScalingPoliciesOutput struct { // 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 (s DescribeScalingPoliciesOutput) GoString() string
GoString returns the string representation
func (s *DescribeScalingPoliciesOutput) SetNextToken(v string) *DescribeScalingPoliciesOutput
SetNextToken sets the NextToken field's value.
func (s *DescribeScalingPoliciesOutput) SetScalingPolicies(v []*ScalingPolicy) *DescribeScalingPoliciesOutput
SetScalingPolicies sets the ScalingPolicies field's value.
func (s DescribeScalingPoliciesOutput) String() string
String returns the string representation
type DescribeScriptInput struct { // A unique identifier for a 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 (s DescribeScriptInput) GoString() string
GoString returns the string representation
func (s *DescribeScriptInput) SetScriptId(v string) *DescribeScriptInput
SetScriptId sets the ScriptId field's value.
func (s DescribeScriptInput) String() string
String returns the string representation
func (s *DescribeScriptInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeScriptOutput struct { // A set of properties describing the requested script. Script *Script `type:"structure"` // contains filtered or unexported fields }
func (s DescribeScriptOutput) GoString() string
GoString returns the string representation
func (s *DescribeScriptOutput) SetScript(v *Script) *DescribeScriptOutput
SetScript sets the Script field's value.
func (s DescribeScriptOutput) String() string
String returns the string representation
type DescribeVpcPeeringAuthorizationsInput struct {
// contains filtered or unexported fields
}
func (s DescribeVpcPeeringAuthorizationsInput) GoString() string
GoString returns the string representation
func (s DescribeVpcPeeringAuthorizationsInput) String() string
String returns the string representation
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 (s DescribeVpcPeeringAuthorizationsOutput) GoString() string
GoString returns the string representation
func (s *DescribeVpcPeeringAuthorizationsOutput) SetVpcPeeringAuthorizations(v []*VpcPeeringAuthorization) *DescribeVpcPeeringAuthorizationsOutput
SetVpcPeeringAuthorizations sets the VpcPeeringAuthorizations field's value.
func (s DescribeVpcPeeringAuthorizationsOutput) String() string
String returns the string representation
type DescribeVpcPeeringConnectionsInput struct { // A unique identifier for a 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 (s DescribeVpcPeeringConnectionsInput) GoString() string
GoString returns the string representation
func (s *DescribeVpcPeeringConnectionsInput) SetFleetId(v string) *DescribeVpcPeeringConnectionsInput
SetFleetId sets the FleetId field's value.
func (s DescribeVpcPeeringConnectionsInput) String() string
String returns the string representation
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 (s DescribeVpcPeeringConnectionsOutput) GoString() string
GoString returns the string representation
func (s *DescribeVpcPeeringConnectionsOutput) SetVpcPeeringConnections(v []*VpcPeeringConnection) *DescribeVpcPeeringConnectionsOutput
SetVpcPeeringConnections sets the VpcPeeringConnections field's value.
func (s DescribeVpcPeeringConnectionsOutput) String() string
String returns the string representation
type DesiredPlayerSession struct { // Developer-defined information related to a player. Amazon GameLift does not // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // 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 (s DesiredPlayerSession) GoString() string
GoString returns the string representation
func (s *DesiredPlayerSession) SetPlayerData(v string) *DesiredPlayerSession
SetPlayerData sets the PlayerData field's value.
func (s *DesiredPlayerSession) SetPlayerId(v string) *DesiredPlayerSession
SetPlayerId sets the PlayerId field's value.
func (s DesiredPlayerSession) String() string
String returns the string representation
func (s *DesiredPlayerSession) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type EC2InstanceCounts struct { // Actual number of active instances in the fleet. ACTIVE *int64 `type:"integer"` // Ideal number of active instances in the fleet. DESIRED *int64 `type:"integer"` // Number of active instances in the fleet that are not currently hosting a // game session. IDLE *int64 `type:"integer"` // The maximum value allowed for the fleet's instance count. MAXIMUM *int64 `type:"integer"` // The minimum value allowed for the fleet's instance count. MINIMUM *int64 `type:"integer"` // Number of instances in the fleet that are starting but not yet active. PENDING *int64 `type:"integer"` // Number of instances in the fleet that are no longer active but haven't yet // been terminated. TERMINATING *int64 `type:"integer"` // contains filtered or unexported fields }
Current status of fleet capacity. The number of active instances should match or be in the process of matching the number of desired instances. Pending and terminating counts are non-zero only if fleet capacity is adjusting to an UpdateFleetCapacity request, or if access to resources is temporarily affected.
* CreateFleet * ListFleets * DeleteFleet * DescribeFleetAttributes * UpdateFleetAttributes * StartFleetActions or StopFleetActions
func (s EC2InstanceCounts) GoString() string
GoString returns the string representation
func (s *EC2InstanceCounts) SetACTIVE(v int64) *EC2InstanceCounts
SetACTIVE sets the ACTIVE field's value.
func (s *EC2InstanceCounts) SetDESIRED(v int64) *EC2InstanceCounts
SetDESIRED sets the DESIRED field's value.
func (s *EC2InstanceCounts) SetIDLE(v int64) *EC2InstanceCounts
SetIDLE sets the IDLE field's value.
func (s *EC2InstanceCounts) SetMAXIMUM(v int64) *EC2InstanceCounts
SetMAXIMUM sets the MAXIMUM field's value.
func (s *EC2InstanceCounts) SetMINIMUM(v int64) *EC2InstanceCounts
SetMINIMUM sets the MINIMUM field's value.
func (s *EC2InstanceCounts) SetPENDING(v int64) *EC2InstanceCounts
SetPENDING sets the PENDING field's value.
func (s *EC2InstanceCounts) SetTERMINATING(v int64) *EC2InstanceCounts
SetTERMINATING sets the TERMINATING field's value.
func (s EC2InstanceCounts) String() string
String returns the string representation
type EC2InstanceLimit struct { // Number of instances of the specified type that are currently in use by this // AWS account. CurrentInstances *int64 `type:"integer"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` // Number of instances allowed. InstanceLimit *int64 `type:"integer"` // contains filtered or unexported fields }
The maximum number of instances allowed based on the Amazon Elastic Compute Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits.
func (s EC2InstanceLimit) GoString() string
GoString returns the string representation
func (s *EC2InstanceLimit) SetCurrentInstances(v int64) *EC2InstanceLimit
SetCurrentInstances sets the CurrentInstances field's value.
func (s *EC2InstanceLimit) SetEC2InstanceType(v string) *EC2InstanceLimit
SetEC2InstanceType sets the EC2InstanceType field's value.
func (s *EC2InstanceLimit) SetInstanceLimit(v int64) *EC2InstanceLimit
SetInstanceLimit sets the InstanceLimit field's value.
func (s EC2InstanceLimit) String() string
String returns the string representation
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 Amazon GameLift is now running the build's // install script (if one is included). Failure in this stage prevents a // fleet from moving to ACTIVE status. Logs for this stage list the installation // steps and whether or not the install completed successfully. Access the // logs by using the URL in PreSignedLogUrl. // // * FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, // and the Amazon GameLift is now verifying that the game server launch paths, // which are specified in the fleet's runtime configuration, exist. If any // listed launch path exists, Amazon GameLift tries to launch a game server // process and waits for the process to report ready. Failures in this stage // prevent a fleet from moving to ACTIVE status. Logs for this stage list // the launch paths in the 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 Amazon GameLift fleet and a VPC in your AWS account. // // * FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. // Event details and status information (see DescribeVpcPeeringConnections) // provide additional detail. A common reason for peering failure is that // the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve // this, change the CIDR block for the VPC in your AWS account. For more // information on VPC peering failures, see 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 Amazon 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 Amazon GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.
func (s Event) GoString() string
GoString returns the string representation
func (s *Event) SetEventCode(v string) *Event
SetEventCode sets the EventCode field's value.
func (s *Event) SetEventId(v string) *Event
SetEventId sets the EventId field's value.
func (s *Event) SetEventTime(v time.Time) *Event
SetEventTime sets the EventTime field's value.
func (s *Event) SetMessage(v string) *Event
SetMessage sets the Message field's value.
func (s *Event) SetPreSignedLogUrl(v string) *Event
SetPreSignedLogUrl sets the PreSignedLogUrl field's value.
func (s *Event) SetResourceId(v string) *Event
SetResourceId sets the ResourceId field's value.
func (s Event) String() string
String returns the string representation
type FleetAttributes struct { // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.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 a build. BuildId *string `type:"string"` // Indicates whether a TLS/SSL certificate was generated for the fleet. CertificateConfiguration *CertificateConfiguration `type:"structure"` // 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"` // Human-readable description of the fleet. Description *string `min:"1" type:"string"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) // that is assigned to a GameLift fleet resource and uniquely identifies it. // ARNs are unique across all Regions. In a GameLift fleet ARN, the resource // ID matches the FleetId value. FleetArn *string `type:"string"` // A unique identifier for a fleet. FleetId *string `type:"string"` // Indicates whether the fleet uses on-demand or spot instances. A spot instance // in use may be interrupted with a two-minute notification. FleetType *string `type:"string" enum:"FleetType"` // A unique identifier for an AWS IAM role that manages access to your AWS services. InstanceRoleArn *string `min:"1" type:"string"` // EC2 instance type indicating the computing resources of each instance in // the fleet, 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"` // Location of default log files. When a server process is shut down, Amazon // GameLift captures and stores any log files in this location. These logs are // in addition to game session logs; see more on game session logs in the Amazon // GameLift Developer Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code). // If no default log path for a fleet is specified, Amazon GameLift automatically // uploads logs that are stored on each instance at C:\game\logs (for Windows) // or /local/game/logs (for Linux). Use the Amazon GameLift console to access // stored logs. LogPaths []*string `type:"list"` // Names of metric groups that this fleet is included in. In Amazon CloudWatch, // you can view metrics for an individual fleet or aggregated metrics for fleets // that are in a fleet metric group. A fleet can be included in only one metric // group at a time. MetricGroups []*string `type:"list"` // 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 for all new instances started // in the fleet. // // * NoProtection -- The game session can be terminated during a scale-down // event. // // * FullProtection -- If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // Operating system of the fleet's computing resources. A fleet's operating // system depends on the OS specified for the build that is deployed on this // fleet. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // Fleet policy to limit the number of game sessions an individual player can // create over a span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.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 a Realtime script. ScriptId *string `type:"string"` // Game server launch parameters specified for fleets created before 2016-08-04 // (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after // this date are specified in the fleet's RuntimeConfiguration. ServerLaunchParameters *string `min:"1" type:"string"` // Path to a game server executable in the fleet's build, specified for fleets // created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for // fleets created after this date are specified in the fleet's RuntimeConfiguration. ServerLaunchPath *string `min:"1" type:"string"` // Current status of the fleet. // // Possible fleet statuses include the following: // // * NEW -- A new fleet has been defined and desired instances is set to // 1. // // * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting // up the new fleet, creating new instances with the game build 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"` // List of fleet activity that have been suspended using StopFleetActions. This // includes auto-scaling. StoppedActions []*string `min:"1" type:"list"` // 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 }
General properties describing a fleet.
* CreateFleet * ListFleets * DeleteFleet * DescribeFleetAttributes * UpdateFleetAttributes * StartFleetActions or StopFleetActions
func (s FleetAttributes) GoString() string
GoString returns the string representation
func (s *FleetAttributes) SetBuildArn(v string) *FleetAttributes
SetBuildArn sets the BuildArn field's value.
func (s *FleetAttributes) SetBuildId(v string) *FleetAttributes
SetBuildId sets the BuildId field's value.
func (s *FleetAttributes) SetCertificateConfiguration(v *CertificateConfiguration) *FleetAttributes
SetCertificateConfiguration sets the CertificateConfiguration field's value.
func (s *FleetAttributes) SetCreationTime(v time.Time) *FleetAttributes
SetCreationTime sets the CreationTime field's value.
func (s *FleetAttributes) SetDescription(v string) *FleetAttributes
SetDescription sets the Description field's value.
func (s *FleetAttributes) SetFleetArn(v string) *FleetAttributes
SetFleetArn sets the FleetArn field's value.
func (s *FleetAttributes) SetFleetId(v string) *FleetAttributes
SetFleetId sets the FleetId field's value.
func (s *FleetAttributes) SetFleetType(v string) *FleetAttributes
SetFleetType sets the FleetType field's value.
func (s *FleetAttributes) SetInstanceRoleArn(v string) *FleetAttributes
SetInstanceRoleArn sets the InstanceRoleArn field's value.
func (s *FleetAttributes) SetInstanceType(v string) *FleetAttributes
SetInstanceType sets the InstanceType field's value.
func (s *FleetAttributes) SetLogPaths(v []*string) *FleetAttributes
SetLogPaths sets the LogPaths field's value.
func (s *FleetAttributes) SetMetricGroups(v []*string) *FleetAttributes
SetMetricGroups sets the MetricGroups field's value.
func (s *FleetAttributes) SetName(v string) *FleetAttributes
SetName sets the Name field's value.
func (s *FleetAttributes) SetNewGameSessionProtectionPolicy(v string) *FleetAttributes
SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.
func (s *FleetAttributes) SetOperatingSystem(v string) *FleetAttributes
SetOperatingSystem sets the OperatingSystem field's value.
func (s *FleetAttributes) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *FleetAttributes
SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.
func (s *FleetAttributes) SetScriptArn(v string) *FleetAttributes
SetScriptArn sets the ScriptArn field's value.
func (s *FleetAttributes) SetScriptId(v string) *FleetAttributes
SetScriptId sets the ScriptId field's value.
func (s *FleetAttributes) SetServerLaunchParameters(v string) *FleetAttributes
SetServerLaunchParameters sets the ServerLaunchParameters field's value.
func (s *FleetAttributes) SetServerLaunchPath(v string) *FleetAttributes
SetServerLaunchPath sets the ServerLaunchPath field's value.
func (s *FleetAttributes) SetStatus(v string) *FleetAttributes
SetStatus sets the Status field's value.
func (s *FleetAttributes) SetStoppedActions(v []*string) *FleetAttributes
SetStoppedActions sets the StoppedActions field's value.
func (s *FleetAttributes) SetTerminationTime(v time.Time) *FleetAttributes
SetTerminationTime sets the TerminationTime field's value.
func (s FleetAttributes) String() string
String returns the string representation
type FleetCapacity struct { // A unique identifier for a fleet. FleetId *string `type:"string"` // Current status of fleet capacity. InstanceCounts *EC2InstanceCounts `type:"structure"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. InstanceType *string `type:"string" enum:"EC2InstanceType"` // contains filtered or unexported fields }
Information about the fleet's capacity. Fleet capacity is measured in EC2 instances. By default, new fleets have a capacity of one instance, but can be updated as needed. The maximum number of instances for a fleet is determined by the fleet's instance type.
* CreateFleet * ListFleets * DeleteFleet * DescribeFleetAttributes * UpdateFleetAttributes * StartFleetActions or StopFleetActions
func (s FleetCapacity) GoString() string
GoString returns the string representation
func (s *FleetCapacity) SetFleetId(v string) *FleetCapacity
SetFleetId sets the FleetId field's value.
func (s *FleetCapacity) SetInstanceCounts(v *EC2InstanceCounts) *FleetCapacity
SetInstanceCounts sets the InstanceCounts field's value.
func (s *FleetCapacity) SetInstanceType(v string) *FleetCapacity
SetInstanceType sets the InstanceType field's value.
func (s FleetCapacity) String() string
String returns the string representation
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 (s *FleetCapacityExceededException) Code() string
Code returns the exception type name.
func (s *FleetCapacityExceededException) Error() string
func (s FleetCapacityExceededException) GoString() string
GoString returns the string representation
func (s *FleetCapacityExceededException) Message() string
Message returns the exception's message.
func (s *FleetCapacityExceededException) OrigErr() error
OrigErr always returns nil, satisfies awserr.Error interface.
func (s *FleetCapacityExceededException) RequestID() string
RequestID returns the service's response RequestID for request.
func (s *FleetCapacityExceededException) StatusCode() int
Status code returns the HTTP status code for the request's response error.
func (s FleetCapacityExceededException) String() string
String returns the string representation
type FleetUtilization struct { // Number of active game sessions currently being hosted on all instances in // the fleet. ActiveGameSessionCount *int64 `type:"integer"` // Number of server processes in an ACTIVE status currently running across all // instances in the fleet ActiveServerProcessCount *int64 `type:"integer"` // Number of active player sessions currently being hosted on all instances // in the fleet. CurrentPlayerSessionCount *int64 `type:"integer"` // A unique identifier for a fleet. FleetId *string `type:"string"` // The maximum number of players allowed across all game sessions currently // being hosted on all instances in the fleet. MaximumPlayerSessionCount *int64 `type:"integer"` // contains filtered or unexported fields }
Current status of fleet utilization, including the number of game and player sessions being hosted.
* CreateFleet * ListFleets * DeleteFleet * DescribeFleetAttributes * UpdateFleetAttributes * StartFleetActions or StopFleetActions
func (s FleetUtilization) GoString() string
GoString returns the string representation
func (s *FleetUtilization) SetActiveGameSessionCount(v int64) *FleetUtilization
SetActiveGameSessionCount sets the ActiveGameSessionCount field's value.
func (s *FleetUtilization) SetActiveServerProcessCount(v int64) *FleetUtilization
SetActiveServerProcessCount sets the ActiveServerProcessCount field's value.
func (s *FleetUtilization) SetCurrentPlayerSessionCount(v int64) *FleetUtilization
SetCurrentPlayerSessionCount sets the CurrentPlayerSessionCount field's value.
func (s *FleetUtilization) SetFleetId(v string) *FleetUtilization
SetFleetId sets the FleetId field's value.
func (s *FleetUtilization) SetMaximumPlayerSessionCount(v int64) *FleetUtilization
SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.
func (s FleetUtilization) String() string
String returns the string representation
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(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 (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 Reference (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html)
Related operations
* StartMatchmaking * DescribeMatchmaking * StopMatchmaking * AcceptMatch * StartMatchBackfill
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation AcceptMatch for usage and error information.
Returned Error Types:
* InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * UnsupportedRegionException The requested operation is not supported in the Region specified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch
func (c *GameLift) 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 (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 (c *GameLift) ClaimGameServer(input *ClaimGameServerInput) (*ClaimGameServerOutput, error)
ClaimGameServer API operation for Amazon GameLift.
This operation is used with the Amazon 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.
GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)
Related operations
* RegisterGameServer * ListGameServers * ClaimGameServer * DescribeGameServer * UpdateGameServer * DeregisterGameServer
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation ClaimGameServer for usage and error information.
Returned Error Types:
* InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * ConflictException The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request. * OutOfCapacityException The specified game server group has no available game servers to fulfill a ClaimGameServer request. Clients can retry such requests immediately or after a waiting period. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ClaimGameServer
func (c *GameLift) 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 (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 (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
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateAlias for usage and error information.
Returned Error Types:
* UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * ConflictException The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * LimitExceededException The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying. * TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias
func (c *GameLift) 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 (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 (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 S3 location under an AWS account that you control. To use this option, you must first give Amazon GameLift access to the S3 bucket. With permissions in place, call CreateBuild and specify a build name, operating system, and the S3 storage location of your game build. * To directly upload your build files to a GameLift 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 S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified 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 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.
Uploading Your Game (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html)
Create a Build with Files in Amazon S3 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build)
Related operations
* CreateBuild * ListBuilds * DescribeBuild * UpdateBuild * DeleteBuild
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateBuild for usage and error information.
Returned Error Types:
* UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * ConflictException The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request. * TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild
func (c *GameLift) 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 (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 (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error)
CreateFleet API operation for Amazon GameLift.
Creates a new fleet to run your game servers. whether they are custom game builds or Realtime Servers with game-specific script. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can host multiple game sessions. When creating a fleet, you choose the hardware specifications, set some configuration options, and specify the game server to deploy on the new fleet.
To create a new fleet, provide the following: (1) a fleet name, (2) an EC2 instance type and fleet type (spot or on-demand), (3) the build ID for your game build or script ID if using Realtime Servers, and (4) a runtime configuration, which determines how game servers will run on each instance in the fleet.
If the CreateFleet call is successful, Amazon GameLift performs the following tasks. You can track the process of a fleet by checking the fleet status or by monitoring fleet creation events:
* Creates a fleet resource. Status: NEW. * Begins writing events to the fleet event log, which can be accessed in the Amazon GameLift console. * Sets the fleet's target capacity to 1 (desired instances), which triggers Amazon GameLift to start one new EC2 instance. * Downloads the game build or Realtime script to the new instance and installs it. Statuses: DOWNLOADING, VALIDATING, BUILDING. * Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, Amazon GameLift staggers each process launch by a few seconds. Status: ACTIVATING. * Sets the fleet's status to ACTIVE as soon as one server process is ready to host a game session.
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)
Related operations
* CreateFleet * ListFleets * DeleteFleet * DescribeFleetAttributes * UpdateFleetAttributes * StartFleetActions or StopFleetActions
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateFleet for usage and error information.
Returned Error Types:
* InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * ConflictException The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request. * LimitExceededException The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet
func (c *GameLift) 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 (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 (c *GameLift) CreateGameServerGroup(input *CreateGameServerGroupInput) (*CreateGameServerGroupOutput, error)
CreateGameServerGroup API operation for Amazon GameLift.
This operation is used with the Amazon 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/developerguide/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.
GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)
Related operations
* CreateGameServerGroup * ListGameServerGroups * DescribeGameServerGroup * UpdateGameServerGroup * DeleteGameServerGroup * ResumeGameServerGroup * SuspendGameServerGroup * DescribeGameServerInstances
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateGameServerGroup for usage and error information.
Returned Error Types:
* InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * ConflictException The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * LimitExceededException The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameServerGroup
func (c *GameLift) 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 (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 (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error)
CreateGameSession API operation for Amazon GameLift.
Creates a multiplayer game session for players. This operation creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must have an ACTIVE status before a game session can be created in it.
To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing the game session properties and other settings you specified.
Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change.
Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request.
Player acceptance policy. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.
Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.
Available in Amazon GameLift Local.
* CreateGameSession * DescribeGameSessions * DescribeGameSessionDetails * SearchGameSessions * UpdateGameSession * GetGameSessionLogUrl * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateGameSession for usage and error information.
Returned Error Types:
* ConflictException The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidFleetStatusException The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying. * TerminalRoutingStrategyException The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * FleetCapacityExceededException The specified fleet has no available instances to fulfill a CreateGameSession request. Clients can retry such requests immediately or after a waiting period. * LimitExceededException The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying. * IdempotentParameterMismatchException A game session with this custom ID string already exists in this fleet. Resolve this conflict before retrying this request.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession
func (c *GameLift) CreateGameSessionQueue(input *CreateGameSessionQueueInput) (*CreateGameSessionQueueOutput, error)
CreateGameSessionQueue API operation for Amazon GameLift.
Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple Regions. To add placement requests to a queue, call StartGameSessionPlacement and reference the queue name.
Destination order. When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience.
Player latency policies. For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc.
To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned.
Learn more
Design a Game Session Queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html) Create a Game Session Queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html)
Related operations
* CreateGameSessionQueue * DescribeGameSessionQueues * UpdateGameSessionQueue * DeleteGameSessionQueue
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. * TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue
func (c *GameLift) 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 (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 (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 (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 (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) to receive matchmaking notifications, and 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
FlexMatch Developer Guide (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html) Design a FlexMatch Matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html) Set Up FlexMatch Event Notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html)
Related operations
* CreateMatchmakingConfiguration * DescribeMatchmakingConfigurations * UpdateMatchmakingConfiguration * DeleteMatchmakingConfiguration * CreateMatchmakingRuleSet * DescribeMatchmakingRuleSets * ValidateMatchmakingRuleSet * DeleteMatchmakingRuleSet
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateMatchmakingConfiguration for usage and error information.
Returned Error Types:
* InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * LimitExceededException The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * UnsupportedRegionException The requested operation is not supported in the Region specified. * TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration
func (c *GameLift) 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 (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 (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)
Related operations
* CreateMatchmakingConfiguration * DescribeMatchmakingConfigurations * UpdateMatchmakingConfiguration * DeleteMatchmakingConfiguration * CreateMatchmakingRuleSet * DescribeMatchmakingRuleSets * ValidateMatchmakingRuleSet * DeleteMatchmakingRuleSet
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateMatchmakingRuleSet for usage and error information.
Returned Error Types:
* InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * UnsupportedRegionException The requested operation is not supported in the Region specified. * TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet
func (c *GameLift) 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 (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 (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error)
CreatePlayerSession API operation for Amazon GameLift.
Reserves an open player slot in an active game session. Before a player can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a group of players to a game session, use CreatePlayerSessions. When the player connects to the game server and references a player session ID, the game server contacts the Amazon GameLift service to validate the player reservation and accept the player.
To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, a slot is reserved in the game session for the player and a new PlayerSession object is returned. Player sessions cannot be updated.
Available in Amazon GameLift Local.
* CreatePlayerSession * CreatePlayerSessions * DescribePlayerSessions * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreatePlayerSession for usage and error information.
Returned Error Types:
* InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidGameSessionStatusException The requested operation would cause a conflict with the current state of a resource associated with the request and/or the game instance. Resolve the conflict before retrying. * GameSessionFullException The game instance is currently full and cannot allow the requested player(s) to join. Clients can retry such requests immediately or after a waiting period. * TerminalRoutingStrategyException The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession
func (c *GameLift) 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 (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 (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. Before players can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a single player to a game session, use CreatePlayerSession. When a player connects to the game server and references a player session ID, the game server contacts the Amazon GameLift service to validate the player reservation and accept the player.
To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, a slot is reserved in the game session for each player and a set of new PlayerSession objects is returned. Player sessions cannot be updated.
Available in Amazon GameLift Local.
* CreatePlayerSession * CreatePlayerSessions * DescribePlayerSessions * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreatePlayerSessions for usage and error information.
Returned Error Types:
* InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidGameSessionStatusException The requested operation would cause a conflict with the current state of a resource associated with the request and/or the game instance. Resolve the conflict before retrying. * GameSessionFullException The game instance is currently full and cannot allow the requested player(s) to join. Clients can retry such requests immediately or after a waiting period. * TerminalRoutingStrategyException The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions
func (c *GameLift) 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 (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 (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.
Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)
Set Up a Role for Amazon GameLift Access (https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html)
Related operations
* CreateScript * ListScripts * DescribeScript * UpdateScript * DeleteScript
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateScript for usage and error information.
Returned Error Types:
* UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * ConflictException The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request. * TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript
func (c *GameLift) 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 (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 (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
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateVpcPeeringAuthorization for usage and error information.
Returned Error Types:
* UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization
func (c *GameLift) 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 (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 (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
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateVpcPeeringConnection for usage and error information.
Returned Error Types:
* UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection
func (c *GameLift) 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 (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 (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
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteAlias for usage and error information.
Returned Error Types:
* UnauthorizedException The client failed authentication. Clients should not retry such requests. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias
func (c *GameLift) 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 (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 (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)
Related operations
* CreateBuild * ListBuilds * DescribeBuild * UpdateBuild * DeleteBuild
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteBuild for usage and error information.
Returned Error Types:
* UnauthorizedException The client failed authentication. Clients should not retry such requests. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild
func (c *GameLift) 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 (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 (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error)
DeleteFleet API operation for Amazon GameLift.
Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.
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.
This operation removes the fleet and its resources. Once a fleet is deleted, you can no longer use any of the resource in that fleet.
Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)
Related operations
* CreateFleet * ListFleets * DeleteFleet * DescribeFleetAttributes * UpdateFleetAttributes * StartFleetActions or StopFleetActions
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteFleet for usage and error information.
Returned Error Types:
* NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * InvalidFleetStatusException The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet
func (c *GameLift) 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 (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 (c *GameLift) DeleteGameServerGroup(input *DeleteGameServerGroupInput) (*DeleteGameServerGroupOutput, error)
DeleteGameServerGroup API operation for Amazon GameLift.
This operation is used with the Amazon 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.
GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)
Related operations
* CreateGameServerGroup * ListGameServerGroups * DescribeGameServerGroup * UpdateGameServerGroup * DeleteGameServerGroup * ResumeGameServerGroup * SuspendGameServerGroup * DescribeGameServerInstances
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteGameServerGroup for usage and error information.
Returned Error Types:
* InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroup
func (c *GameLift) 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 (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 (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)
Related operations
* CreateGameSessionQueue * DescribeGameSessionQueues * UpdateGameSessionQueue * DeleteGameSessionQueue
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteGameSessionQueue for usage and error information.
Returned Error Types:
* InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue
func (c *GameLift) 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 (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 (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.
Related operations
* CreateMatchmakingConfiguration * DescribeMatchmakingConfigurations * UpdateMatchmakingConfiguration * DeleteMatchmakingConfiguration * CreateMatchmakingRuleSet * DescribeMatchmakingRuleSets * ValidateMatchmakingRuleSet * DeleteMatchmakingRuleSet
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteMatchmakingConfiguration for usage and error information.
Returned Error Types:
* InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * UnsupportedRegionException The requested operation is not supported in the Region specified. * TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration
func (c *GameLift) 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 (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 (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)
Related operations
* CreateMatchmakingConfiguration * DescribeMatchmakingConfigurations * UpdateMatchmakingConfiguration * DeleteMatchmakingConfiguration * CreateMatchmakingRuleSet * DescribeMatchmakingRuleSets * ValidateMatchmakingRuleSet * DeleteMatchmakingRuleSet
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteMatchmakingRuleSet for usage and error information.
Returned Error Types:
* InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * UnsupportedRegionException The requested operation is not supported in the Region specified. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSet
func (c *GameLift) 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 (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 (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 * Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling) * Manage fleet actions: StartFleetActions StopFleetActions
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteScalingPolicy for usage and error information.
Returned Error Types:
* InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy
func (c *GameLift) 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 (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 (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.
Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)
Related operations
* CreateScript * ListScripts * DescribeScript * UpdateScript * DeleteScript
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteScript for usage and error information.
Returned Error Types:
* InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScript
func (c *GameLift) 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 (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 (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
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteVpcPeeringAuthorization for usage and error information.
Returned Error Types:
* UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization
func (c *GameLift) 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 (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 (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
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteVpcPeeringConnection for usage and error information.
Returned Error Types:
* UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection
func (c *GameLift) 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 (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 (c *GameLift) DeregisterGameServer(input *DeregisterGameServerInput) (*DeregisterGameServerOutput, error)
DeregisterGameServer API operation for Amazon GameLift.
This operation is used with the Amazon 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.
GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)
Related operations
* RegisterGameServer * ListGameServers * ClaimGameServer * DescribeGameServer * UpdateGameServer * DeregisterGameServer
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeregisterGameServer for usage and error information.
Returned Error Types:
* InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeregisterGameServer
func (c *GameLift) 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 (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 (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
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeAlias for usage and error information.
Returned Error Types:
* UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias
func (c *GameLift) 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 (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 (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)
Related operations
* CreateBuild * ListBuilds * DescribeBuild * UpdateBuild * DeleteBuild
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeBuild for usage and error information.
Returned Error Types:
* UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild
func (c *GameLift) 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 (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 (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error)
DescribeEC2InstanceLimits API operation for Amazon GameLift.
Retrieves the following information for the specified EC2 instance type:
* Maximum number of instances allowed per AWS account (service limit). * Current usage for the AWS account.
To learn more about the capabilities of each instance type, see Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/). Note that the instance types offered may vary depending on the region.
Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)
Related operations
* CreateFleet * ListFleets * DeleteFleet * DescribeFleetAttributes * UpdateFleetAttributes * StartFleetActions or StopFleetActions
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeEC2InstanceLimits for usage and error information.
Returned Error Types:
* InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * UnauthorizedException The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits
func (c *GameLift) 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 (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 (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error)
DescribeFleetAttributes API operation for Amazon GameLift.
Retrieves core properties, including configuration, status, and metadata, for a fleet.
To get attributes for one or more fleets, provide a list of fleet IDs or fleet ARNs. To get attributes for all fleets, do not specify 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 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 number.
Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)
Related operations
* CreateFleet * ListFleets * DeleteFleet * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents * UpdateFleetAttributes * StartFleetActions or StopFleetActions
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetAttributes for usage and error information.
Returned Error Types:
* InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * UnauthorizedException The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes
func (c *GameLift) 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 (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 (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 (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 (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error)
DescribeFleetCapacity API operation for Amazon GameLift.
Retrieves the current capacity statistics for one or more fleets. These statistics present a snapshot of the fleet's instances and provide insight on current or imminent scaling activity. To get statistics on game hosting activity in the fleet, see DescribeFleetUtilization.
You can request capacity for all fleets or specify a list of one or more fleet identifiers. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When 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 allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)
GameLift Metrics for Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet)
Related operations
* CreateFleet * ListFleets * DeleteFleet * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents * UpdateFleetAttributes * StartFleetActions or StopFleetActions
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetCapacity for usage and error information.
Returned Error Types:
* InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * UnauthorizedException The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity
func (c *GameLift) 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 (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 (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 (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 (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error)
DescribeFleetEvents API operation for Amazon GameLift.
Retrieves entries from the specified fleet's event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned.
Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)
Related operations
* CreateFleet * ListFleets * DeleteFleet * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents * UpdateFleetAttributes * StartFleetActions or StopFleetActions
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetEvents for usage and error information.
Returned Error Types:
* NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents
func (c *GameLift) 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 (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 (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 (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 (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 use connections that fall in this range.
To get a fleet's inbound connection permissions, specify the fleet's unique identifier. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.
Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)
Related operations
* CreateFleet * ListFleets * DeleteFleet * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents * UpdateFleetAttributes * StartFleetActions or StopFleetActions
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetPortSettings for usage and error information.
Returned Error Types:
* InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * UnauthorizedException The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings
func (c *GameLift) 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 (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 (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error)
DescribeFleetUtilization API operation for Amazon GameLift.
Retrieves utilization statistics for one or more fleets. These statistics provide insight into how available hosting resources are currently being used. To get statistics on available hosting resources, see DescribeFleetCapacity.
You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID, unless the fleet identifier is not found.
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.
Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)
GameLift Metrics for Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet)
Related operations
* CreateFleet * ListFleets * DeleteFleet * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents * UpdateFleetAttributes * StartFleetActions or StopFleetActions
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetUtilization for usage and error information.
Returned Error Types:
* InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * UnauthorizedException The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization
func (c *GameLift) 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 (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 (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 (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 (c *GameLift) DescribeGameServer(input *DescribeGameServerInput) (*DescribeGameServerOutput, error)
DescribeGameServer API operation for Amazon GameLift.
This operation is used with the Amazon 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.
GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)
Related operations
* RegisterGameServer * ListGameServers * ClaimGameServer * DescribeGameServer * UpdateGameServer * DeregisterGameServer
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeGameServer for usage and error information.
Returned Error Types:
* InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServer
func (c *GameLift) DescribeGameServerGroup(input *DescribeGameServerGroupInput) (*DescribeGameServerGroupOutput, error)
DescribeGameServerGroup API operation for Amazon GameLift.
This operation is used with the Amazon 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.
GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)
Related operations
* CreateGameServerGroup * ListGameServerGroups * DescribeGameServerGroup * UpdateGameServerGroup * DeleteGameServerGroup * ResumeGameServerGroup * SuspendGameServerGroup * DescribeGameServerInstances
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeGameServerGroup for usage and error information.
Returned Error Types:
* InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroup
func (c *GameLift) 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 (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 (c *GameLift) DescribeGameServerInstances(input *DescribeGameServerInstancesInput) (*DescribeGameServerInstancesOutput, error)
DescribeGameServerInstances API operation for Amazon GameLift.
This operation is used with the Amazon 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.
GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)
Related operations
* CreateGameServerGroup * ListGameServerGroups * DescribeGameServerGroup * UpdateGameServerGroup * DeleteGameServerGroup * ResumeGameServerGroup * SuspendGameServerGroup * DescribeGameServerInstances
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeGameServerInstances for usage and error information.
Returned Error Types:
* InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerInstances
func (c *GameLift) 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 (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 (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 (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 (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 (c *GameLift) DescribeGameServerWithContext(ctx aws.Context, input *DescribeGameServerInput, opts ...request.Option) (*DescribeGameServerOutput, error)
DescribeGameServerWithContext is the same as DescribeGameServer with the addition of the ability to pass a context and additional request options.
See DescribeGameServer for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error)
DescribeGameSessionDetails API operation for Amazon GameLift.
Retrieves properties, including the protection policy in force, for one or more game sessions. This operation can be used in several ways: (1) provide a GameSessionId or GameSessionArn to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet.
To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.
* CreateGameSession * DescribeGameSessions * DescribeGameSessionDetails * SearchGameSessions * UpdateGameSession * GetGameSessionLogUrl * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessionDetails for usage and error information.
Returned Error Types:
* InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * TerminalRoutingStrategyException The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails
func (c *GameLift) DescribeGameSessionDetailsPages(input *DescribeGameSessionDetailsInput, fn func(*DescribeGameSessionDetailsOutput, bool) bool) error
DescribeGameSessionDetailsPages iterates over the pages of a DescribeGameSessionDetails operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.
See DescribeGameSessionDetails method for more information on how to use this operation.
Note: This operation can generate multiple requests to a service.
// Example iterating over at most 3 pages of a DescribeGameSessionDetails operation. pageNum := 0 err := client.DescribeGameSessionDetailsPages(params, func(page *gamelift.DescribeGameSessionDetailsOutput, lastPage bool) bool { pageNum++ fmt.Println(page) return pageNum <= 3 })
func (c *GameLift) DescribeGameSessionDetailsPagesWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, fn func(*DescribeGameSessionDetailsOutput, bool) bool, opts ...request.Option) error
DescribeGameSessionDetailsPagesWithContext same as DescribeGameSessionDetailsPages except it takes a Context and allows setting request options on the pages.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput)
DescribeGameSessionDetailsRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessionDetails operation. The "output" return value will be populated with the request's response once the request completes successfully.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeGameSessionDetails for more information on using the DescribeGameSessionDetails API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeGameSessionDetailsRequest method. req, resp := client.DescribeGameSessionDetailsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails
func (c *GameLift) DescribeGameSessionDetailsWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, opts ...request.Option) (*DescribeGameSessionDetailsOutput, error)
DescribeGameSessionDetailsWithContext is the same as DescribeGameSessionDetails with the addition of the ability to pass a context and additional request options.
See DescribeGameSessionDetails for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeGameSessionPlacement(input *DescribeGameSessionPlacementInput) (*DescribeGameSessionPlacementOutput, error)
DescribeGameSessionPlacement API operation for Amazon GameLift.
Retrieves properties and current status of a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement object is returned.
* CreateGameSession * DescribeGameSessions * DescribeGameSessionDetails * SearchGameSessions * UpdateGameSession * GetGameSessionLogUrl * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessionPlacement for usage and error information.
Returned Error Types:
* InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * UnauthorizedException The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement
func (c *GameLift) DescribeGameSessionPlacementRequest(input *DescribeGameSessionPlacementInput) (req *request.Request, output *DescribeGameSessionPlacementOutput)
DescribeGameSessionPlacementRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessionPlacement operation. The "output" return value will be populated with the request's response once the request completes successfully.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeGameSessionPlacement for more information on using the DescribeGameSessionPlacement API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeGameSessionPlacementRequest method. req, resp := client.DescribeGameSessionPlacementRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement
func (c *GameLift) DescribeGameSessionPlacementWithContext(ctx aws.Context, input *DescribeGameSessionPlacementInput, opts ...request.Option) (*DescribeGameSessionPlacementOutput, error)
DescribeGameSessionPlacementWithContext is the same as DescribeGameSessionPlacement with the addition of the ability to pass a context and additional request options.
See DescribeGameSessionPlacement for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeGameSessionQueues(input *DescribeGameSessionQueuesInput) (*DescribeGameSessionQueuesOutput, error)
DescribeGameSessionQueues API operation for Amazon GameLift.
Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the Region.
Learn more
View Your Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-console.html)
Related operations
* CreateGameSessionQueue * DescribeGameSessionQueues * UpdateGameSessionQueue * DeleteGameSessionQueue
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessionQueues for usage and error information.
Returned Error Types:
* InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * UnauthorizedException The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues
func (c *GameLift) DescribeGameSessionQueuesPages(input *DescribeGameSessionQueuesInput, fn func(*DescribeGameSessionQueuesOutput, bool) bool) error
DescribeGameSessionQueuesPages iterates over the pages of a DescribeGameSessionQueues operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.
See DescribeGameSessionQueues method for more information on how to use this operation.
Note: This operation can generate multiple requests to a service.
// Example iterating over at most 3 pages of a DescribeGameSessionQueues operation. pageNum := 0 err := client.DescribeGameSessionQueuesPages(params, func(page *gamelift.DescribeGameSessionQueuesOutput, lastPage bool) bool { pageNum++ fmt.Println(page) return pageNum <= 3 })
func (c *GameLift) DescribeGameSessionQueuesPagesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, fn func(*DescribeGameSessionQueuesOutput, bool) bool, opts ...request.Option) error
DescribeGameSessionQueuesPagesWithContext same as DescribeGameSessionQueuesPages except it takes a Context and allows setting request options on the pages.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQueuesInput) (req *request.Request, output *DescribeGameSessionQueuesOutput)
DescribeGameSessionQueuesRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessionQueues operation. The "output" return value will be populated with the request's response once the request completes successfully.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeGameSessionQueues for more information on using the DescribeGameSessionQueues API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeGameSessionQueuesRequest method. req, resp := client.DescribeGameSessionQueuesRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues
func (c *GameLift) DescribeGameSessionQueuesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, opts ...request.Option) (*DescribeGameSessionQueuesOutput, error)
DescribeGameSessionQueuesWithContext is the same as DescribeGameSessionQueues with the addition of the ability to pass a context and additional request options.
See DescribeGameSessionQueues for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error)
DescribeGameSessions API operation for Amazon GameLift.
Retrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails.
To get game sessions, specify one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session matching the request.
Available in Amazon GameLift Local.
* CreateGameSession * DescribeGameSessions * DescribeGameSessionDetails * SearchGameSessions * UpdateGameSession * GetGameSessionLogUrl * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessions for usage and error information.
Returned Error Types:
* InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * TerminalRoutingStrategyException The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions
func (c *GameLift) DescribeGameSessionsPages(input *DescribeGameSessionsInput, fn func(*DescribeGameSessionsOutput, bool) bool) error
DescribeGameSessionsPages iterates over the pages of a DescribeGameSessions operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.
See DescribeGameSessions method for more information on how to use this operation.
Note: This operation can generate multiple requests to a service.
// Example iterating over at most 3 pages of a DescribeGameSessions operation. pageNum := 0 err := client.DescribeGameSessionsPages(params, func(page *gamelift.DescribeGameSessionsOutput, lastPage bool) bool { pageNum++ fmt.Println(page) return pageNum <= 3 })
func (c *GameLift) DescribeGameSessionsPagesWithContext(ctx aws.Context, input *DescribeGameSessionsInput, fn func(*DescribeGameSessionsOutput, bool) bool, opts ...request.Option) error
DescribeGameSessionsPagesWithContext same as DescribeGameSessionsPages except it takes a Context and allows setting request options on the pages.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput)
DescribeGameSessionsRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessions operation. The "output" return value will be populated with the request's response once the request completes successfully.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeGameSessions for more information on using the DescribeGameSessions API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeGameSessionsRequest method. req, resp := client.DescribeGameSessionsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions
func (c *GameLift) DescribeGameSessionsWithContext(ctx aws.Context, input *DescribeGameSessionsInput, opts ...request.Option) (*DescribeGameSessionsOutput, error)
DescribeGameSessionsWithContext is the same as DescribeGameSessions with the addition of the ability to pass a context and additional request options.
See DescribeGameSessions for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeInstances(input *DescribeInstancesInput) (*DescribeInstancesOutput, error)
DescribeInstances API operation for Amazon GameLift.
Retrieves information about a fleet's instances, including instance IDs. Use this operation to get details on all instances in the fleet or get details on one specific instance.
To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.
Remotely Access Fleet Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html)
Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html)
Related operations
* DescribeInstances * GetInstanceAccess
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeInstances for usage and error information.
Returned Error Types:
* UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances
func (c *GameLift) DescribeInstancesPages(input *DescribeInstancesInput, fn func(*DescribeInstancesOutput, bool) bool) error
DescribeInstancesPages iterates over the pages of a DescribeInstances operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.
See DescribeInstances method for more information on how to use this operation.
Note: This operation can generate multiple requests to a service.
// Example iterating over at most 3 pages of a DescribeInstances operation. pageNum := 0 err := client.DescribeInstancesPages(params, func(page *gamelift.DescribeInstancesOutput, lastPage bool) bool { pageNum++ fmt.Println(page) return pageNum <= 3 })
func (c *GameLift) DescribeInstancesPagesWithContext(ctx aws.Context, input *DescribeInstancesInput, fn func(*DescribeInstancesOutput, bool) bool, opts ...request.Option) error
DescribeInstancesPagesWithContext same as DescribeInstancesPages except it takes a Context and allows setting request options on the pages.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeInstancesRequest(input *DescribeInstancesInput) (req *request.Request, output *DescribeInstancesOutput)
DescribeInstancesRequest generates a "aws/request.Request" representing the client's request for the DescribeInstances operation. The "output" return value will be populated with the request's response once the request completes successfully.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeInstances for more information on using the DescribeInstances API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeInstancesRequest method. req, resp := client.DescribeInstancesRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances
func (c *GameLift) DescribeInstancesWithContext(ctx aws.Context, input *DescribeInstancesInput, opts ...request.Option) (*DescribeInstancesOutput, error)
DescribeInstancesWithContext is the same as DescribeInstances with the addition of the ability to pass a context and additional request options.
See DescribeInstances for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeMatchmaking(input *DescribeMatchmakingInput) (*DescribeMatchmakingOutput, error)
DescribeMatchmaking API operation for Amazon GameLift.
Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session.
To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists.
This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service (SNS) to receive notifications, and provide the topic ARN in the matchmaking configuration. Continuously poling ticket status with DescribeMatchmaking should only be used for games in development with low matchmaking usage.
Learn more
Add FlexMatch to a Game Client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) Set Up FlexMatch Event Notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html)
Related operations
* StartMatchmaking * DescribeMatchmaking * StopMatchmaking * AcceptMatch * StartMatchBackfill
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeMatchmaking for usage and error information.
Returned Error Types:
* InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * UnsupportedRegionException The requested operation is not supported in the Region specified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking
func (c *GameLift) DescribeMatchmakingConfigurations(input *DescribeMatchmakingConfigurationsInput) (*DescribeMatchmakingConfigurationsOutput, error)
DescribeMatchmakingConfigurations API operation for Amazon GameLift.
Retrieves the details of FlexMatch matchmaking configurations.
This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.
Learn more
Setting Up FlexMatch Matchmakers (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/matchmaker-build.html)
Related operations
* CreateMatchmakingConfiguration * DescribeMatchmakingConfigurations * UpdateMatchmakingConfiguration * DeleteMatchmakingConfiguration * CreateMatchmakingRuleSet * DescribeMatchmakingRuleSets * ValidateMatchmakingRuleSet * DeleteMatchmakingRuleSet
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeMatchmakingConfigurations for usage and error information.
Returned Error Types:
* InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * UnsupportedRegionException The requested operation is not supported in the Region specified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations
func (c *GameLift) DescribeMatchmakingConfigurationsPages(input *DescribeMatchmakingConfigurationsInput, fn func(*DescribeMatchmakingConfigurationsOutput, bool) bool) error
DescribeMatchmakingConfigurationsPages iterates over the pages of a DescribeMatchmakingConfigurations operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.
See DescribeMatchmakingConfigurations method for more information on how to use this operation.
Note: This operation can generate multiple requests to a service.
// Example iterating over at most 3 pages of a DescribeMatchmakingConfigurations operation. pageNum := 0 err := client.DescribeMatchmakingConfigurationsPages(params, func(page *gamelift.DescribeMatchmakingConfigurationsOutput, lastPage bool) bool { pageNum++ fmt.Println(page) return pageNum <= 3 })
func (c *GameLift) DescribeMatchmakingConfigurationsPagesWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, fn func(*DescribeMatchmakingConfigurationsOutput, bool) bool, opts ...request.Option) error
DescribeMatchmakingConfigurationsPagesWithContext same as DescribeMatchmakingConfigurationsPages except it takes a Context and allows setting request options on the pages.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeMatchmakingConfigurationsRequest(input *DescribeMatchmakingConfigurationsInput) (req *request.Request, output *DescribeMatchmakingConfigurationsOutput)
DescribeMatchmakingConfigurationsRequest generates a "aws/request.Request" representing the client's request for the DescribeMatchmakingConfigurations operation. The "output" return value will be populated with the request's response once the request completes successfully.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeMatchmakingConfigurations for more information on using the DescribeMatchmakingConfigurations API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeMatchmakingConfigurationsRequest method. req, resp := client.DescribeMatchmakingConfigurationsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations
func (c *GameLift) DescribeMatchmakingConfigurationsWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, opts ...request.Option) (*DescribeMatchmakingConfigurationsOutput, error)
DescribeMatchmakingConfigurationsWithContext is the same as DescribeMatchmakingConfigurations with the addition of the ability to pass a context and additional request options.
See DescribeMatchmakingConfigurations for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeMatchmakingRequest(input *DescribeMatchmakingInput) (req *request.Request, output *DescribeMatchmakingOutput)
DescribeMatchmakingRequest generates a "aws/request.Request" representing the client's request for the DescribeMatchmaking operation. The "output" return value will be populated with the request's response once the request completes successfully.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeMatchmaking for more information on using the DescribeMatchmaking API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeMatchmakingRequest method. req, resp := client.DescribeMatchmakingRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking
func (c *GameLift) DescribeMatchmakingRuleSets(input *DescribeMatchmakingRuleSetsInput) (*DescribeMatchmakingRuleSetsOutput, error)
DescribeMatchmakingRuleSets API operation for Amazon GameLift.
Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the Region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name.
Learn more
* Build a Rule Set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html)
Related operations
* CreateMatchmakingConfiguration * DescribeMatchmakingConfigurations * UpdateMatchmakingConfiguration * DeleteMatchmakingConfiguration * CreateMatchmakingRuleSet * DescribeMatchmakingRuleSets * ValidateMatchmakingRuleSet * DeleteMatchmakingRuleSet
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeMatchmakingRuleSets for usage and error information.
Returned Error Types:
* InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * UnsupportedRegionException The requested operation is not supported in the Region specified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets
func (c *GameLift) DescribeMatchmakingRuleSetsPages(input *DescribeMatchmakingRuleSetsInput, fn func(*DescribeMatchmakingRuleSetsOutput, bool) bool) error
DescribeMatchmakingRuleSetsPages iterates over the pages of a DescribeMatchmakingRuleSets operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.
See DescribeMatchmakingRuleSets method for more information on how to use this operation.
Note: This operation can generate multiple requests to a service.
// Example iterating over at most 3 pages of a DescribeMatchmakingRuleSets operation. pageNum := 0 err := client.DescribeMatchmakingRuleSetsPages(params, func(page *gamelift.DescribeMatchmakingRuleSetsOutput, lastPage bool) bool { pageNum++ fmt.Println(page) return pageNum <= 3 })
func (c *GameLift) DescribeMatchmakingRuleSetsPagesWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, fn func(*DescribeMatchmakingRuleSetsOutput, bool) bool, opts ...request.Option) error
DescribeMatchmakingRuleSetsPagesWithContext same as DescribeMatchmakingRuleSetsPages except it takes a Context and allows setting request options on the pages.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmakingRuleSetsInput) (req *request.Request, output *DescribeMatchmakingRuleSetsOutput)
DescribeMatchmakingRuleSetsRequest generates a "aws/request.Request" representing the client's request for the DescribeMatchmakingRuleSets operation. The "output" return value will be populated with the request's response once the request completes successfully.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeMatchmakingRuleSets for more information on using the DescribeMatchmakingRuleSets API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeMatchmakingRuleSetsRequest method. req, resp := client.DescribeMatchmakingRuleSetsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets
func (c *GameLift) DescribeMatchmakingRuleSetsWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, opts ...request.Option) (*DescribeMatchmakingRuleSetsOutput, error)
DescribeMatchmakingRuleSetsWithContext is the same as DescribeMatchmakingRuleSets with the addition of the ability to pass a context and additional request options.
See DescribeMatchmakingRuleSets for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeMatchmakingWithContext(ctx aws.Context, input *DescribeMatchmakingInput, opts ...request.Option) (*DescribeMatchmakingOutput, error)
DescribeMatchmakingWithContext is the same as DescribeMatchmaking with the addition of the ability to pass a context and additional request options.
See DescribeMatchmaking for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error)
DescribePlayerSessions API operation for Amazon GameLift.
Retrieves properties for one or more player sessions. This operation can be used in several ways: (1) provide a PlayerSessionId to request properties for a specific player session; (2) provide a GameSessionId to request properties for all player sessions in the specified game session; (3) provide a PlayerId to request properties for all player sessions of a specified player.
To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.
Available in Amazon GameLift Local.
* CreatePlayerSession * CreatePlayerSessions * DescribePlayerSessions * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribePlayerSessions for usage and error information.
Returned Error Types:
* InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * UnauthorizedException The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions
func (c *GameLift) DescribePlayerSessionsPages(input *DescribePlayerSessionsInput, fn func(*DescribePlayerSessionsOutput, bool) bool) error
DescribePlayerSessionsPages iterates over the pages of a DescribePlayerSessions operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.
See DescribePlayerSessions method for more information on how to use this operation.
Note: This operation can generate multiple requests to a service.
// Example iterating over at most 3 pages of a DescribePlayerSessions operation. pageNum := 0 err := client.DescribePlayerSessionsPages(params, func(page *gamelift.DescribePlayerSessionsOutput, lastPage bool) bool { pageNum++ fmt.Println(page) return pageNum <= 3 })
func (c *GameLift) DescribePlayerSessionsPagesWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, fn func(*DescribePlayerSessionsOutput, bool) bool, opts ...request.Option) error
DescribePlayerSessionsPagesWithContext same as DescribePlayerSessionsPages except it takes a Context and allows setting request options on the pages.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput)
DescribePlayerSessionsRequest generates a "aws/request.Request" representing the client's request for the DescribePlayerSessions operation. The "output" return value will be populated with the request's response once the request completes successfully.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribePlayerSessions for more information on using the DescribePlayerSessions API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribePlayerSessionsRequest method. req, resp := client.DescribePlayerSessionsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions
func (c *GameLift) DescribePlayerSessionsWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, opts ...request.Option) (*DescribePlayerSessionsOutput, error)
DescribePlayerSessionsWithContext is the same as DescribePlayerSessions with the addition of the ability to pass a context and additional request options.
See DescribePlayerSessions for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeRuntimeConfiguration(input *DescribeRuntimeConfigurationInput) (*DescribeRuntimeConfigurationOutput, error)
DescribeRuntimeConfiguration API operation for Amazon GameLift.
Retrieves a fleet's runtime configuration settings. The runtime configuration tells Amazon GameLift which server processes to run (and how) on each instance in the fleet.
To get a runtime configuration, specify the fleet's unique identifier. If successful, a RuntimeConfiguration object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty.
Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)
Running Multiple Processes on a Fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html)
Related operations
* CreateFleet * ListFleets * DeleteFleet * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents * UpdateFleetAttributes * StartFleetActions or StopFleetActions
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeRuntimeConfiguration for usage and error information.
Returned Error Types:
* UnauthorizedException The client failed authentication. Clients should not retry such requests. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration
func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput)
DescribeRuntimeConfigurationRequest generates a "aws/request.Request" representing the client's request for the DescribeRuntimeConfiguration operation. The "output" return value will be populated with the request's response once the request completes successfully.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeRuntimeConfiguration for more information on using the DescribeRuntimeConfiguration API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeRuntimeConfigurationRequest method. req, resp := client.DescribeRuntimeConfigurationRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration
func (c *GameLift) DescribeRuntimeConfigurationWithContext(ctx aws.Context, input *DescribeRuntimeConfigurationInput, opts ...request.Option) (*DescribeRuntimeConfigurationOutput, error)
DescribeRuntimeConfigurationWithContext is the same as DescribeRuntimeConfiguration with the addition of the ability to pass a context and additional request options.
See DescribeRuntimeConfiguration for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error)
DescribeScalingPolicies API operation for Amazon GameLift.
Retrieves all scaling policies applied to a fleet.
To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.
A fleet may have all of its scaling policies suspended (StopFleetActions). This operation does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions.
* DescribeFleetCapacity * UpdateFleetCapacity * DescribeEC2InstanceLimits * Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling) * Manage fleet actions: StartFleetActions StopFleetActions
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeScalingPolicies for usage and error information.
Returned Error Types:
* InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies
func (c *GameLift) DescribeScalingPoliciesPages(input *DescribeScalingPoliciesInput, fn func(*DescribeScalingPoliciesOutput, bool) bool) error
DescribeScalingPoliciesPages iterates over the pages of a DescribeScalingPolicies operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.
See DescribeScalingPolicies method for more information on how to use this operation.
Note: This operation can generate multiple requests to a service.
// Example iterating over at most 3 pages of a DescribeScalingPolicies operation. pageNum := 0 err := client.DescribeScalingPoliciesPages(params, func(page *gamelift.DescribeScalingPoliciesOutput, lastPage bool) bool { pageNum++ fmt.Println(page) return pageNum <= 3 })
func (c *GameLift) DescribeScalingPoliciesPagesWithContext(ctx aws.Context, input *DescribeScalingPoliciesInput, fn func(*DescribeScalingPoliciesOutput, bool) bool, opts ...request.Option) error
DescribeScalingPoliciesPagesWithContext same as DescribeScalingPoliciesPages except it takes a Context and allows setting request options on the pages.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput)
DescribeScalingPoliciesRequest generates a "aws/request.Request" representing the client's request for the DescribeScalingPolicies operation. The "output" return value will be populated with the request's response once the request completes successfully.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeScalingPolicies for more information on using the DescribeScalingPolicies API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeScalingPoliciesRequest method. req, resp := client.DescribeScalingPoliciesRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies
func (c *GameLift) DescribeScalingPoliciesWithContext(ctx aws.Context, input *DescribeScalingPoliciesInput, opts ...request.Option) (*DescribeScalingPoliciesOutput, error)
DescribeScalingPoliciesWithContext is the same as DescribeScalingPolicies with the addition of the ability to pass a context and additional request options.
See DescribeScalingPolicies for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeScript(input *DescribeScriptInput) (*DescribeScriptOutput, error)
DescribeScript API operation for Amazon GameLift.
Retrieves properties for a Realtime script.
To request a script record, specify the script ID. If successful, an object containing the script properties is returned.
Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)
Related operations
* CreateScript * ListScripts * DescribeScript * UpdateScript * DeleteScript
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeScript for usage and error information.
Returned Error Types:
* UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScript
func (c *GameLift) DescribeScriptRequest(input *DescribeScriptInput) (req *request.Request, output *DescribeScriptOutput)
DescribeScriptRequest generates a "aws/request.Request" representing the client's request for the DescribeScript operation. The "output" return value will be populated with the request's response once the request completes successfully.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeScript for more information on using the DescribeScript API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeScriptRequest method. req, resp := client.DescribeScriptRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScript
func (c *GameLift) DescribeScriptWithContext(ctx aws.Context, input *DescribeScriptInput, opts ...request.Option) (*DescribeScriptOutput, error)
DescribeScriptWithContext is the same as DescribeScript with the addition of the ability to pass a context and additional request options.
See DescribeScript for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeVpcPeeringAuthorizations(input *DescribeVpcPeeringAuthorizationsInput) (*DescribeVpcPeeringAuthorizationsOutput, error)
DescribeVpcPeeringAuthorizations API operation for Amazon GameLift.
Retrieves valid VPC peering authorizations that are pending for the AWS account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.
* CreateVpcPeeringAuthorization * DescribeVpcPeeringAuthorizations * DeleteVpcPeeringAuthorization * CreateVpcPeeringConnection * DescribeVpcPeeringConnections * DeleteVpcPeeringConnection
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeVpcPeeringAuthorizations for usage and error information.
Returned Error Types:
* UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations
func (c *GameLift) DescribeVpcPeeringAuthorizationsRequest(input *DescribeVpcPeeringAuthorizationsInput) (req *request.Request, output *DescribeVpcPeeringAuthorizationsOutput)
DescribeVpcPeeringAuthorizationsRequest generates a "aws/request.Request" representing the client's request for the DescribeVpcPeeringAuthorizations operation. The "output" return value will be populated with the request's response once the request completes successfully.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeVpcPeeringAuthorizations for more information on using the DescribeVpcPeeringAuthorizations API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeVpcPeeringAuthorizationsRequest method. req, resp := client.DescribeVpcPeeringAuthorizationsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations
func (c *GameLift) DescribeVpcPeeringAuthorizationsWithContext(ctx aws.Context, input *DescribeVpcPeeringAuthorizationsInput, opts ...request.Option) (*DescribeVpcPeeringAuthorizationsOutput, error)
DescribeVpcPeeringAuthorizationsWithContext is the same as DescribeVpcPeeringAuthorizations with the addition of the ability to pass a context and additional request options.
See DescribeVpcPeeringAuthorizations for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) DescribeVpcPeeringConnections(input *DescribeVpcPeeringConnectionsInput) (*DescribeVpcPeeringConnectionsOutput, error)
DescribeVpcPeeringConnections API operation for Amazon GameLift.
Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID.
To retrieve connection information, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect.
* CreateVpcPeeringAuthorization * DescribeVpcPeeringAuthorizations * DeleteVpcPeeringAuthorization * CreateVpcPeeringConnection * DescribeVpcPeeringConnections * DeleteVpcPeeringConnection
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeVpcPeeringConnections for usage and error information.
Returned Error Types:
* UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections
func (c *GameLift) DescribeVpcPeeringConnectionsRequest(input *DescribeVpcPeeringConnectionsInput) (req *request.Request, output *DescribeVpcPeeringConnectionsOutput)
DescribeVpcPeeringConnectionsRequest generates a "aws/request.Request" representing the client's request for the DescribeVpcPeeringConnections operation. The "output" return value will be populated with the request's response once the request completes successfully.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeVpcPeeringConnections for more information on using the DescribeVpcPeeringConnections API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeVpcPeeringConnectionsRequest method. req, resp := client.DescribeVpcPeeringConnectionsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections
func (c *GameLift) DescribeVpcPeeringConnectionsWithContext(ctx aws.Context, input *DescribeVpcPeeringConnectionsInput, opts ...request.Option) (*DescribeVpcPeeringConnectionsOutput, error)
DescribeVpcPeeringConnectionsWithContext is the same as DescribeVpcPeeringConnections with the addition of the ability to pass a context and additional request options.
See DescribeVpcPeeringConnections for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error)
GetGameSessionLogUrl API operation for Amazon GameLift.
Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.
See the AWS Service Limits (https://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift) page for maximum log file sizes. Log files that exceed this limit are not saved.
* CreateGameSession * DescribeGameSessions * DescribeGameSessionDetails * SearchGameSessions * UpdateGameSession * GetGameSessionLogUrl * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation GetGameSessionLogUrl for usage and error information.
Returned Error Types:
* InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl
func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) (req *request.Request, output *GetGameSessionLogUrlOutput)
GetGameSessionLogUrlRequest generates a "aws/request.Request" representing the client's request for the GetGameSessionLogUrl operation. The "output" return value will be populated with the request's response once the request completes successfully.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See GetGameSessionLogUrl for more information on using the GetGameSessionLogUrl API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the GetGameSessionLogUrlRequest method. req, resp := client.GetGameSessionLogUrlRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl
func (c *GameLift) GetGameSessionLogUrlWithContext(ctx aws.Context, input *GetGameSessionLogUrlInput, opts ...request.Option) (*GetGameSessionLogUrlOutput, error)
GetGameSessionLogUrlWithContext is the same as GetGameSessionLogUrl with the addition of the ability to pass a context and additional request options.
See GetGameSessionLogUrl for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) GetInstanceAccess(input *GetInstanceAccessInput) (*GetInstanceAccessOutput, error)
GetInstanceAccess API operation for Amazon GameLift.
Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time.
To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request, as shown in one of the examples for this operation.
To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned that contains the instance's IP address and a set of credentials.
Remotely Access Fleet Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html)
Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html)
Related operations
* DescribeInstances * GetInstanceAccess
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation GetInstanceAccess for usage and error information.
Returned Error Types:
* UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess
func (c *GameLift) GetInstanceAccessRequest(input *GetInstanceAccessInput) (req *request.Request, output *GetInstanceAccessOutput)
GetInstanceAccessRequest generates a "aws/request.Request" representing the client's request for the GetInstanceAccess operation. The "output" return value will be populated with the request's response once the request completes successfully.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See GetInstanceAccess for more information on using the GetInstanceAccess API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the GetInstanceAccessRequest method. req, resp := client.GetInstanceAccessRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess
func (c *GameLift) GetInstanceAccessWithContext(ctx aws.Context, input *GetInstanceAccessInput, opts ...request.Option) (*GetInstanceAccessOutput, error)
GetInstanceAccessWithContext is the same as GetInstanceAccess with the addition of the ability to pass a context and additional request options.
See GetInstanceAccess for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error)
ListAliases API operation for Amazon GameLift.
Retrieves all aliases for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.
Returned aliases are not listed in any particular order.
* CreateAlias * ListAliases * DescribeAlias * UpdateAlias * DeleteAlias * ResolveAlias
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation ListAliases for usage and error information.
Returned Error Types:
* UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases
func (c *GameLift) ListAliasesPages(input *ListAliasesInput, fn func(*ListAliasesOutput, bool) bool) error
ListAliasesPages iterates over the pages of a ListAliases operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.
See ListAliases method for more information on how to use this operation.
Note: This operation can generate multiple requests to a service.
// Example iterating over at most 3 pages of a ListAliases operation. pageNum := 0 err := client.ListAliasesPages(params, func(page *gamelift.ListAliasesOutput, lastPage bool) bool { pageNum++ fmt.Println(page) return pageNum <= 3 })
func (c *GameLift) ListAliasesPagesWithContext(ctx aws.Context, input *ListAliasesInput, fn func(*ListAliasesOutput, bool) bool, opts ...request.Option) error
ListAliasesPagesWithContext same as ListAliasesPages except it takes a Context and allows setting request options on the pages.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Request, output *ListAliasesOutput)
ListAliasesRequest generates a "aws/request.Request" representing the client's request for the ListAliases operation. The "output" return value will be populated with the request's response once the request completes successfully.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See ListAliases for more information on using the ListAliases API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the ListAliasesRequest method. req, resp := client.ListAliasesRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases
func (c *GameLift) ListAliasesWithContext(ctx aws.Context, input *ListAliasesInput, opts ...request.Option) (*ListAliasesOutput, error)
ListAliasesWithContext is the same as ListAliases with the addition of the ability to pass a context and additional request options.
See ListAliases for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error)
ListBuilds API operation for Amazon GameLift.
Retrieves build resources for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages.
Build resources are not listed in any particular order.
Learn more
Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html)
Related operations
* CreateBuild * ListBuilds * DescribeBuild * UpdateBuild * DeleteBuild
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation ListBuilds for usage and error information.
Returned Error Types:
* UnauthorizedException The client failed authentication. Clients should not retry such requests. * InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying. * InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds
func (c *GameLift) ListBuildsPages(input *ListBuildsInput, fn func(*ListBuildsOutput, bool) bool) error
ListBuildsPages iterates over the pages of a ListBuilds operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.
See ListBuilds method for more information on how to use this operation.
Note: This operation can generate multiple requests to a service.
// Example iterating over at most 3 pages of a ListBuilds operation. pageNum := 0 err := client.ListBuildsPages(params, func(page *gamelift.ListBuildsOutput, lastPage bool) bool { pageNum++ fmt.Println(page) return pageNum <= 3 })