gamelift

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Published: Jul 22, 2020 License: Apache-2.0 Imports: 9 Imported by: 20

Documentation

Overview

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

Amazon GameLift provides a range of multiplayer game hosting solutions. As a fully managed service, GameLift helps you:

  • Set up EC2-based computing resources and use GameLift FleetIQ to and deploy your game servers on low-cost, reliable Spot instances.

  • Track game server availability and route players into game sessions to minimize latency.

  • Automatically scale your resources to meet player demand and manage costs

  • Optionally add FlexMatch matchmaking.

With GameLift as a managed service, you have the option to deploy your custom game server or use Amazon GameLift Realtime Servers to quickly stand up lightweight game servers for your game. Realtime Servers provides an efficient game server framework with core Amazon GameLift infrastructure already built in.

Now in Public Preview:

Use GameLift FleetIQ as a standalone feature with EC2 instances and Auto Scaling groups. GameLift FleetIQ provides optimizations that make low-cost Spot instances viable for game hosting. This extension of GameLift FleetIQ gives you access to these optimizations while managing your EC2 instances and Auto Scaling groups within your own AWS account.

Get Amazon GameLift Tools and Resources

This reference guide describes the low-level service API for Amazon GameLift and provides links to language-specific SDK reference topics. See also Amazon GameLift Tools and Resources (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-components.html).

API Summary

The Amazon GameLift service API includes two key sets of actions:

  • Manage game sessions and player access -- Integrate this functionality into game client services in order to create new game sessions, retrieve information on existing game sessions; reserve a player slot in a game session, request matchmaking, etc.

  • Configure and manage game server resources -- Manage your Amazon GameLift hosting resources, including builds, scripts, fleets, queues, and aliases. Set up matchmakers, configure auto-scaling, retrieve game logs, and get hosting and game metrics.

    Task-based list of API actions (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html)

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

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

Using the Client

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

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

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

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

Index

Constants

View Source
const (
	ServiceName = "Amazon GameLift" // Service's name
	ServiceID   = "GameLift"        // Service's identifier
	EndpointsID = "gamelift"        // Service's Endpoint identifier
)
View Source
const (

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	// ErrCodeUnsupportedRegionException for service response error code
	// "UnsupportedRegionException".
	//
	// The requested operation is not supported in the Region specified.
	ErrCodeUnsupportedRegionException = "UnsupportedRegionException"
)

Variables

This section is empty.

Functions

This section is empty.

Types

type AcceptMatchInput

type AcceptMatchInput struct {

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

	// 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 action.

func (AcceptMatchInput) String

func (s AcceptMatchInput) String() string

String returns the string representation

func (*AcceptMatchInput) Validate

func (s *AcceptMatchInput) Validate() error

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

type AcceptMatchOutput

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

func (AcceptMatchOutput) String

func (s AcceptMatchOutput) String() string

String returns the string representation

type AcceptMatchRequest

type AcceptMatchRequest struct {
	*aws.Request
	Input *AcceptMatchInput
	Copy  func(*AcceptMatchInput) AcceptMatchRequest
}

AcceptMatchRequest is the request type for the AcceptMatch API operation.

func (AcceptMatchRequest) Send

Send marshals and sends the AcceptMatch API request.

type AcceptMatchResponse added in v0.9.0

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

AcceptMatchResponse is the response type for the AcceptMatch API operation.

func (*AcceptMatchResponse) SDKResponseMetdata added in v0.9.0

func (r *AcceptMatchResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the AcceptMatch request.

type AcceptanceType

type AcceptanceType string
const (
	AcceptanceTypeAccept AcceptanceType = "ACCEPT"
	AcceptanceTypeReject AcceptanceType = "REJECT"
)

Enum values for AcceptanceType

func (AcceptanceType) MarshalValue added in v0.3.0

func (enum AcceptanceType) MarshalValue() (string, error)

func (AcceptanceType) MarshalValueBuf added in v0.3.0

func (enum AcceptanceType) MarshalValueBuf(b []byte) ([]byte, error)

type Alias

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 (Alias) String

func (s Alias) String() string

String returns the string representation

type AttributeValue

type AttributeValue struct {

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

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

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

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

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

func (AttributeValue) String

func (s AttributeValue) String() string

String returns the string representation

func (*AttributeValue) Validate

func (s *AttributeValue) Validate() error

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

type AwsCredentials

type AwsCredentials struct {

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

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

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

Temporary access credentials used for uploading game build files to Amazon GameLift. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials.

func (AwsCredentials) String

func (s AwsCredentials) String() string

String returns the string representation

type BackfillMode added in v0.10.0

type BackfillMode string
const (
	BackfillModeAutomatic BackfillMode = "AUTOMATIC"
	BackfillModeManual    BackfillMode = "MANUAL"
)

Enum values for BackfillMode

func (BackfillMode) MarshalValue added in v0.10.0

func (enum BackfillMode) MarshalValue() (string, error)

func (BackfillMode) MarshalValueBuf added in v0.10.0

func (enum BackfillMode) MarshalValueBuf(b []byte) ([]byte, error)

type BalancingStrategy added in v0.21.0

type BalancingStrategy string
const (
	BalancingStrategySpotOnly      BalancingStrategy = "SPOT_ONLY"
	BalancingStrategySpotPreferred BalancingStrategy = "SPOT_PREFERRED"
)

Enum values for BalancingStrategy

func (BalancingStrategy) MarshalValue added in v0.21.0

func (enum BalancingStrategy) MarshalValue() (string, error)

func (BalancingStrategy) MarshalValueBuf added in v0.21.0

func (enum BalancingStrategy) MarshalValueBuf(b []byte) ([]byte, error)

type Build

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 OperatingSystem `type:"string" enum:"true"`

	// 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 BuildStatus `type:"string" enum:"true"`

	// 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 (Build) String

func (s Build) String() string

String returns the string representation

type BuildStatus

type BuildStatus string
const (
	BuildStatusInitialized BuildStatus = "INITIALIZED"
	BuildStatusReady       BuildStatus = "READY"
	BuildStatusFailed      BuildStatus = "FAILED"
)

Enum values for BuildStatus

func (BuildStatus) MarshalValue added in v0.3.0

func (enum BuildStatus) MarshalValue() (string, error)

func (BuildStatus) MarshalValueBuf added in v0.3.0

func (enum BuildStatus) MarshalValueBuf(b []byte) ([]byte, error)

type CertificateConfiguration added in v0.12.0

type CertificateConfiguration struct {

	// Indicates whether a TLS/SSL certificate was generated for a fleet.
	//
	// CertificateType is a required field
	CertificateType CertificateType `type:"string" required:"true" enum:"true"`
	// 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 (CertificateConfiguration) String added in v0.12.0

func (s CertificateConfiguration) String() string

String returns the string representation

func (*CertificateConfiguration) Validate added in v0.12.0

func (s *CertificateConfiguration) Validate() error

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

type CertificateType added in v0.12.0

type CertificateType string
const (
	CertificateTypeDisabled  CertificateType = "DISABLED"
	CertificateTypeGenerated CertificateType = "GENERATED"
)

Enum values for CertificateType

func (CertificateType) MarshalValue added in v0.12.0

func (enum CertificateType) MarshalValue() (string, error)

func (CertificateType) MarshalValueBuf added in v0.12.0

func (enum CertificateType) MarshalValueBuf(b []byte) ([]byte, error)

type ClaimGameServerInput added in v0.21.0

type ClaimGameServerInput struct {

	// A set of custom game server properties, formatted as a single string value,
	// to be passed to the claimed game server.
	GameServerData *string `min:"1" type:"string"`

	// An identifier for the game server group. When claiming a specific game server,
	// this is the game server group whether the game server is located. When requesting
	// that GameLift FleetIQ locate an available game server, this is the game server
	// group to search on. You can 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 claim. If this
	// parameter is left empty, GameLift FleetIQ searches for an available game
	// server in the specified game server group.
	GameServerId *string `min:"3" type:"string"`
	// contains filtered or unexported fields
}

func (ClaimGameServerInput) String added in v0.21.0

func (s ClaimGameServerInput) String() string

String returns the string representation

func (*ClaimGameServerInput) Validate added in v0.21.0

func (s *ClaimGameServerInput) Validate() error

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

type ClaimGameServerOutput added in v0.21.0

type ClaimGameServerOutput struct {

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

func (ClaimGameServerOutput) String added in v0.21.0

func (s ClaimGameServerOutput) String() string

String returns the string representation

type ClaimGameServerRequest added in v0.21.0

type ClaimGameServerRequest struct {
	*aws.Request
	Input *ClaimGameServerInput
	Copy  func(*ClaimGameServerInput) ClaimGameServerRequest
}

ClaimGameServerRequest is the request type for the ClaimGameServer API operation.

func (ClaimGameServerRequest) Send added in v0.21.0

Send marshals and sends the ClaimGameServer API request.

type ClaimGameServerResponse added in v0.21.0

type ClaimGameServerResponse struct {
	*ClaimGameServerOutput
	// contains filtered or unexported fields
}

ClaimGameServerResponse is the response type for the ClaimGameServer API operation.

func (*ClaimGameServerResponse) SDKResponseMetdata added in v0.21.0

func (r *ClaimGameServerResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the ClaimGameServer request.

type Client added in v0.9.0

type Client struct {
	*aws.Client
}

Client provides the API operation methods for making requests to Amazon GameLift. See this package's package overview docs for details on the service.

The client's methods are safe to use concurrently. It is not safe to modify mutate any of the struct's properties though.

func New

func New(config aws.Config) *Client

New creates a new instance of the client from the provided Config.

Example:

// Create a client from just a config.
svc := gamelift.New(myConfig)

func (*Client) AcceptMatchRequest added in v0.9.0

func (c *Client) AcceptMatchRequest(input *AcceptMatchInput) AcceptMatchRequest

AcceptMatchRequest returns a request value for making 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/developerguide/match-client.html)

FlexMatch Events Reference (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-events.html)

Related operations

  • StartMatchmaking

  • DescribeMatchmaking

  • StopMatchmaking

  • AcceptMatch

  • StartMatchBackfill

    // Example sending a request using AcceptMatchRequest. req := client.AcceptMatchRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

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

func (*Client) ClaimGameServerRequest added in v0.21.0

func (c *Client) ClaimGameServerRequest(input *ClaimGameServerInput) ClaimGameServerRequest

ClaimGameServerRequest returns a request value for making API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Locates an available game server and temporarily reserves it to host gameplay and players. This action is called by a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, GameLift FleetIQ searches for an available game server in the specified game server group, places the game server in "claimed" status for 60 seconds, and returns connection information back to the requester so that players can connect to the game server.

There are two ways you can claim a game server. For the first option, you provide a game server group ID only, which prompts GameLift FleetIQ to search for an available game server in the specified group and claim it. With this option, GameLift FleetIQ attempts to consolidate gameplay on as few instances as possible to minimize hosting costs. For the second option, you request a specific game server by its ID. This option results in a less efficient claiming process because it does not take advantage of consolidation and may fail if the requested game server is unavailable.

To claim a game server, identify a game server group and (optionally) a game server ID. If your game requires that game data be provided to the game server at the start of a game, such as a game map or player information, you can provide it in your claim request.

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 allows the game server to be prompted to update its status to UTILIZED (using UpdateGameServer). 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.

If you try to claim a specific game server, this request will fail in the following cases: (1) if the game server utilization status is UTILIZED, (2) if the game server claim status is CLAIMED, or (3) if the instance that the game server is running on is flagged as draining.

Learn more

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

Related operations

  • RegisterGameServer

  • ListGameServers

  • ClaimGameServer

  • DescribeGameServer

  • UpdateGameServer

  • DeregisterGameServer

    // Example sending a request using ClaimGameServerRequest. req := client.ClaimGameServerRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

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

func (*Client) CreateAliasRequest added in v0.9.0

func (c *Client) CreateAliasRequest(input *CreateAliasInput) CreateAliasRequest

CreateAliasRequest returns a request value for making 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

    // Example sending a request using CreateAliasRequest. req := client.CreateAliasRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

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

func (*Client) CreateBuildRequest added in v0.9.0

func (c *Client) CreateBuildRequest(input *CreateBuildInput) CreateBuildRequest

CreateBuildRequest returns a request value for making 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 action 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.

Learn more

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

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

Related operations

  • CreateBuild

  • ListBuilds

  • DescribeBuild

  • UpdateBuild

  • DeleteBuild

    // Example sending a request using CreateBuildRequest. req := client.CreateBuildRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

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

func (*Client) CreateFleetRequest added in v0.9.0

func (c *Client) CreateFleetRequest(input *CreateFleetInput) CreateFleetRequest

CreateFleetRequest returns a request value for making 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.

Learn more

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

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

Related operations

  • CreateFleet

  • ListFleets

  • DeleteFleet

  • DescribeFleetAttributes

  • UpdateFleetAttributes

  • StartFleetActions or StopFleetActions

    // Example sending a request using CreateFleetRequest. req := client.CreateFleetRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet

func (*Client) CreateGameServerGroupRequest added in v0.21.0

func (c *Client) CreateGameServerGroupRequest(input *CreateGameServerGroupInput) CreateGameServerGroupRequest

CreateGameServerGroupRequest returns a request value for making API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Creates a GameLift FleetIQ game server group to manage a collection of EC2 instances for game hosting. In addition to creating the game server group, this action also creates an Auto Scaling group in your AWS account and establishes a link between the two groups. You have full control over configuration of the Auto Scaling group, but GameLift FleetIQ routinely certain Auto Scaling group properties in order to optimize the group's instances for low-cost game hosting. 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.

Prior creating a new game server group, you must set up the following:

To create a new game server group, provide a name and specify the IAM role and EC2 launch template. You also need to provide a list of instance types to be used in the group and set initial maximum and minimum limits on the group's instance count. You can optionally set an autoscaling 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. Keep in mind, however, that some properties are periodically updated by GameLift FleetIQ as it balances the group's instances based on availability and cost.

Learn more

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

Updating a GameLift FleetIQ-Linked Auto Scaling Group (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-asgroups.html)

Related operations

  • CreateGameServerGroup

  • ListGameServerGroups

  • DescribeGameServerGroup

  • UpdateGameServerGroup

  • DeleteGameServerGroup

  • ResumeGameServerGroup

  • SuspendGameServerGroup

    // Example sending a request using CreateGameServerGroupRequest. req := client.CreateGameServerGroupRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameServerGroup

func (*Client) CreateGameSessionQueueRequest added in v0.9.0

func (c *Client) CreateGameSessionQueueRequest(input *CreateGameSessionQueueInput) CreateGameSessionQueueRequest

CreateGameSessionQueueRequest returns a request value for making API operation for Amazon GameLift.

Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple Regions. To add placement requests to a queue, call StartGameSessionPlacement and reference the queue name.

Destination order. When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience.

Player latency policies. For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc.

To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned.

Learn more

Design a Game Session Queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html)

Create a Game Session Queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html)

Related operations

  • CreateGameSessionQueue

  • DescribeGameSessionQueues

  • UpdateGameSessionQueue

  • DeleteGameSessionQueue

    // Example sending a request using CreateGameSessionQueueRequest. req := client.CreateGameSessionQueueRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue

func (*Client) CreateGameSessionRequest added in v0.9.0

func (c *Client) CreateGameSessionRequest(input *CreateGameSessionInput) CreateGameSessionRequest

CreateGameSessionRequest returns a request value for making API operation for Amazon GameLift.

Creates a multiplayer game session for players. This action creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must have an ACTIVE status before a game session can be created in it.

To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing the game session properties and other settings you specified.

Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change.

Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request.

Player acceptance policy. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.

Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.

Available in Amazon GameLift Local.

  • CreateGameSession

  • DescribeGameSessions

  • DescribeGameSessionDetails

  • SearchGameSessions

  • UpdateGameSession

  • GetGameSessionLogUrl

  • Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement

    // Example sending a request using CreateGameSessionRequest. req := client.CreateGameSessionRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession

func (*Client) CreateMatchmakingConfigurationRequest added in v0.9.0

func (c *Client) CreateMatchmakingConfigurationRequest(input *CreateMatchmakingConfigurationInput) CreateMatchmakingConfigurationRequest

CreateMatchmakingConfigurationRequest returns a request value for making API operation for Amazon GameLift.

Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines for matching players and getting the matches into games. You can set up multiple matchmaking configurations to handle the scenarios needed for your game. Each matchmaking ticket (StartMatchmaking or StartMatchBackfill) specifies a configuration for the match and provides player attributes to support the configuration being used.

To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a new game session for the match; and the maximum time allowed for a matchmaking attempt.

There are two ways to track the progress of matchmaking tickets: (1) polling ticket status with DescribeMatchmaking; or (2) receiving notifications with Amazon Simple Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the notifications, and provide the topic ARN in the matchmaking configuration. Since notifications promise only "best effort" delivery, we recommend calling DescribeMatchmaking if no notifications are received within 30 seconds.

Learn more

Design a FlexMatch Matchmaker (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html)

Setting up Notifications for Matchmaking (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html)

Related operations

  • CreateMatchmakingConfiguration

  • DescribeMatchmakingConfigurations

  • UpdateMatchmakingConfiguration

  • DeleteMatchmakingConfiguration

  • CreateMatchmakingRuleSet

  • DescribeMatchmakingRuleSets

  • ValidateMatchmakingRuleSet

  • DeleteMatchmakingRuleSet

    // Example sending a request using CreateMatchmakingConfigurationRequest. req := client.CreateMatchmakingConfigurationRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration

func (*Client) CreateMatchmakingRuleSetRequest added in v0.9.0

func (c *Client) CreateMatchmakingRuleSetRequest(input *CreateMatchmakingRuleSetInput) CreateMatchmakingRuleSetRequest

CreateMatchmakingRuleSetRequest returns a request value for making 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

Related operations

  • CreateMatchmakingConfiguration

  • DescribeMatchmakingConfigurations

  • UpdateMatchmakingConfiguration

  • DeleteMatchmakingConfiguration

  • CreateMatchmakingRuleSet

  • DescribeMatchmakingRuleSets

  • ValidateMatchmakingRuleSet

  • DeleteMatchmakingRuleSet

    // Example sending a request using CreateMatchmakingRuleSetRequest. req := client.CreateMatchmakingRuleSetRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet

func (*Client) CreatePlayerSessionRequest added in v0.9.0

func (c *Client) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) CreatePlayerSessionRequest

CreatePlayerSessionRequest returns a request value for making 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

    // Example sending a request using CreatePlayerSessionRequest. req := client.CreatePlayerSessionRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession

func (*Client) CreatePlayerSessionsRequest added in v0.9.0

func (c *Client) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) CreatePlayerSessionsRequest

CreatePlayerSessionsRequest returns a request value for making 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

    // Example sending a request using CreatePlayerSessionsRequest. req := client.CreatePlayerSessionsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions

func (*Client) CreateScriptRequest added in v0.9.0

func (c *Client) CreateScriptRequest(input *CreateScriptInput) CreateScriptRequest

CreateScriptRequest returns a request value for making API operation for Amazon GameLift.

Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session.

To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations:

  • A locally available directory. Use the ZipFile parameter for this option.

  • An Amazon Simple Storage Service (Amazon S3) bucket under your AWS account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift service to access your S3 bucket.

If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment.

Learn more

Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)

Set Up a Role for Amazon GameLift Access (https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html)

Related operations

  • CreateScript

  • ListScripts

  • DescribeScript

  • UpdateScript

  • DeleteScript

    // Example sending a request using CreateScriptRequest. req := client.CreateScriptRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript

func (*Client) CreateVpcPeeringAuthorizationRequest added in v0.9.0

func (c *Client) CreateVpcPeeringAuthorizationRequest(input *CreateVpcPeeringAuthorizationInput) CreateVpcPeeringAuthorizationRequest

CreateVpcPeeringAuthorizationRequest returns a request value for making 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

    // Example sending a request using CreateVpcPeeringAuthorizationRequest. req := client.CreateVpcPeeringAuthorizationRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization

func (*Client) CreateVpcPeeringConnectionRequest added in v0.9.0

func (c *Client) CreateVpcPeeringConnectionRequest(input *CreateVpcPeeringConnectionInput) CreateVpcPeeringConnectionRequest

CreateVpcPeeringConnectionRequest returns a request value for making 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

    // Example sending a request using CreateVpcPeeringConnectionRequest. req := client.CreateVpcPeeringConnectionRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection

func (*Client) DeleteAliasRequest added in v0.9.0

func (c *Client) DeleteAliasRequest(input *DeleteAliasInput) DeleteAliasRequest

DeleteAliasRequest returns a request value for making API operation for Amazon GameLift.

Deletes an alias. This action removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.

  • CreateAlias

  • ListAliases

  • DescribeAlias

  • UpdateAlias

  • DeleteAlias

  • ResolveAlias

    // Example sending a request using DeleteAliasRequest. req := client.DeleteAliasRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias

func (*Client) DeleteBuildRequest added in v0.9.0

func (c *Client) DeleteBuildRequest(input *DeleteBuildInput) DeleteBuildRequest

DeleteBuildRequest returns a request value for making API operation for Amazon GameLift.

Deletes a build. This action 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

    // Example sending a request using DeleteBuildRequest. req := client.DeleteBuildRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild

func (*Client) DeleteFleetRequest added in v0.9.0

func (c *Client) DeleteFleetRequest(input *DeleteFleetInput) DeleteFleetRequest

DeleteFleetRequest returns a request value for making 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 action removes the fleet and its resources. Once a fleet is deleted, you can no longer use any of the resource in that fleet.

Learn more

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

    // Example sending a request using DeleteFleetRequest. req := client.DeleteFleetRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet

func (*Client) DeleteGameServerGroupRequest added in v0.21.0

func (c *Client) DeleteGameServerGroupRequest(input *DeleteGameServerGroupInput) DeleteGameServerGroupRequest

DeleteGameServerGroupRequest returns a request value for making API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

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 action selected, this action may affect three types of resources: the game server group, the corresponding Auto Scaling group, and all game servers currently running in the group.

To delete a game server group, identify the game server group to delete and specify the type of delete action 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 actions are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops autoscaling activity. Once all game servers in the game server group are de-registered, GameLift FleetIQ can begin deleting resources. If any of the delete actions fail, the game server group is placed in ERROR status.

GameLift FleetIQ emits delete events to Amazon CloudWatch.

Learn more

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

Related operations

  • CreateGameServerGroup

  • ListGameServerGroups

  • DescribeGameServerGroup

  • UpdateGameServerGroup

  • DeleteGameServerGroup

  • ResumeGameServerGroup

  • SuspendGameServerGroup

    // Example sending a request using DeleteGameServerGroupRequest. req := client.DeleteGameServerGroupRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroup

func (*Client) DeleteGameSessionQueueRequest added in v0.9.0

func (c *Client) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueInput) DeleteGameSessionQueueRequest

DeleteGameSessionQueueRequest returns a request value for making API operation for Amazon GameLift.

Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference this queue will fail. To delete a queue, specify the queue name.

Learn more

Using Multi-Region Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html)

Related operations

  • CreateGameSessionQueue

  • DescribeGameSessionQueues

  • UpdateGameSessionQueue

  • DeleteGameSessionQueue

    // Example sending a request using DeleteGameSessionQueueRequest. req := client.DeleteGameSessionQueueRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue

func (*Client) DeleteMatchmakingConfigurationRequest added in v0.9.0

func (c *Client) DeleteMatchmakingConfigurationRequest(input *DeleteMatchmakingConfigurationInput) DeleteMatchmakingConfigurationRequest

DeleteMatchmakingConfigurationRequest returns a request value for making 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

    // Example sending a request using DeleteMatchmakingConfigurationRequest. req := client.DeleteMatchmakingConfigurationRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration

func (*Client) DeleteMatchmakingRuleSetRequest added in v0.9.0

func (c *Client) DeleteMatchmakingRuleSetRequest(input *DeleteMatchmakingRuleSetInput) DeleteMatchmakingRuleSetRequest

DeleteMatchmakingRuleSetRequest returns a request value for making 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

Related operations

  • CreateMatchmakingConfiguration

  • DescribeMatchmakingConfigurations

  • UpdateMatchmakingConfiguration

  • DeleteMatchmakingConfiguration

  • CreateMatchmakingRuleSet

  • DescribeMatchmakingRuleSets

  • ValidateMatchmakingRuleSet

  • DeleteMatchmakingRuleSet

    // Example sending a request using DeleteMatchmakingRuleSetRequest. req := client.DeleteMatchmakingRuleSetRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSet

func (*Client) DeleteScalingPolicyRequest added in v0.9.0

func (c *Client) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) DeleteScalingPolicyRequest

DeleteScalingPolicyRequest returns a request value for making API operation for Amazon GameLift.

Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.

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

    // Example sending a request using DeleteScalingPolicyRequest. req := client.DeleteScalingPolicyRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy

func (*Client) DeleteScriptRequest added in v0.9.0

func (c *Client) DeleteScriptRequest(input *DeleteScriptInput) DeleteScriptRequest

DeleteScriptRequest returns a request value for making API operation for Amazon GameLift.

Deletes a Realtime script. This action permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted).

To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions.

Learn more

Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)

Related operations

  • CreateScript

  • ListScripts

  • DescribeScript

  • UpdateScript

  • DeleteScript

    // Example sending a request using DeleteScriptRequest. req := client.DeleteScriptRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScript

func (*Client) DeleteVpcPeeringAuthorizationRequest added in v0.9.0

func (c *Client) DeleteVpcPeeringAuthorizationRequest(input *DeleteVpcPeeringAuthorizationInput) DeleteVpcPeeringAuthorizationRequest

DeleteVpcPeeringAuthorizationRequest returns a request value for making 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

    // Example sending a request using DeleteVpcPeeringAuthorizationRequest. req := client.DeleteVpcPeeringAuthorizationRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization

func (*Client) DeleteVpcPeeringConnectionRequest added in v0.9.0

func (c *Client) DeleteVpcPeeringConnectionRequest(input *DeleteVpcPeeringConnectionInput) DeleteVpcPeeringConnectionRequest

DeleteVpcPeeringConnectionRequest returns a request value for making 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

    // Example sending a request using DeleteVpcPeeringConnectionRequest. req := client.DeleteVpcPeeringConnectionRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection

func (*Client) DeregisterGameServerRequest added in v0.21.0

func (c *Client) DeregisterGameServerRequest(input *DeregisterGameServerInput) DeregisterGameServerRequest

DeregisterGameServerRequest returns a request value for making API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Removes the game server resource from the game server group. As a result of this action, the de-registered game server can no longer be claimed and will not returned in a list of active game servers.

To de-register a game server, specify the game server group and game server ID. If successful, this action emits a CloudWatch event with termination time stamp and reason.

Learn more

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

Related operations

  • RegisterGameServer

  • ListGameServers

  • ClaimGameServer

  • DescribeGameServer

  • UpdateGameServer

  • DeregisterGameServer

    // Example sending a request using DeregisterGameServerRequest. req := client.DeregisterGameServerRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeregisterGameServer

func (*Client) DescribeAliasRequest added in v0.9.0

func (c *Client) DescribeAliasRequest(input *DescribeAliasInput) DescribeAliasRequest

DescribeAliasRequest returns a request value for making 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

    // Example sending a request using DescribeAliasRequest. req := client.DescribeAliasRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias

func (*Client) DescribeBuildRequest added in v0.9.0

func (c *Client) DescribeBuildRequest(input *DescribeBuildInput) DescribeBuildRequest

DescribeBuildRequest returns a request value for making 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

    // Example sending a request using DescribeBuildRequest. req := client.DescribeBuildRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild

func (*Client) DescribeEC2InstanceLimitsRequest added in v0.9.0

func (c *Client) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) DescribeEC2InstanceLimitsRequest

DescribeEC2InstanceLimitsRequest returns a request value for making 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.

Learn more

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

    // Example sending a request using DescribeEC2InstanceLimitsRequest. req := client.DescribeEC2InstanceLimitsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits

func (*Client) DescribeFleetAttributesRequest added in v0.9.0

func (c *Client) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) DescribeFleetAttributesRequest

DescribeFleetAttributesRequest returns a request value for making 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 actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed number.

Learn more

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

    // Example sending a request using DescribeFleetAttributesRequest. req := client.DescribeFleetAttributesRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes

func (*Client) DescribeFleetCapacityRequest added in v0.9.0

func (c *Client) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) DescribeFleetCapacityRequest

DescribeFleetCapacityRequest returns a request value for making 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 actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

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

GameLift Metrics for Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet)

Related operations

  • CreateFleet

  • ListFleets

  • DeleteFleet

  • Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents

  • UpdateFleetAttributes

  • StartFleetActions or StopFleetActions

    // Example sending a request using DescribeFleetCapacityRequest. req := client.DescribeFleetCapacityRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity

func (*Client) DescribeFleetEventsRequest added in v0.9.0

func (c *Client) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) DescribeFleetEventsRequest

DescribeFleetEventsRequest returns a request value for making 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.

Learn more

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

    // Example sending a request using DescribeFleetEventsRequest. req := client.DescribeFleetEventsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents

func (*Client) DescribeFleetPortSettingsRequest added in v0.9.0

func (c *Client) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) DescribeFleetPortSettingsRequest

DescribeFleetPortSettingsRequest returns a request value for making 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.

Learn more

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

    // Example sending a request using DescribeFleetPortSettingsRequest. req := client.DescribeFleetPortSettingsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings

func (*Client) DescribeFleetUtilizationRequest added in v0.9.0

func (c *Client) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) DescribeFleetUtilizationRequest

DescribeFleetUtilizationRequest returns a request value for making 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 actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

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

GameLift Metrics for Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet)

Related operations

  • CreateFleet

  • ListFleets

  • DeleteFleet

  • Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents

  • UpdateFleetAttributes

  • StartFleetActions or StopFleetActions

    // Example sending a request using DescribeFleetUtilizationRequest. req := client.DescribeFleetUtilizationRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization

func (*Client) DescribeGameServerGroupRequest added in v0.21.0

func (c *Client) DescribeGameServerGroupRequest(input *DescribeGameServerGroupInput) DescribeGameServerGroupRequest

DescribeGameServerGroupRequest returns a request value for making API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Retrieves information on a game server group.

To get attributes for a game server group, provide a group name or ARN value. If successful, a GameServerGroup object is returned.

Learn more

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

Related operations

  • CreateGameServerGroup

  • ListGameServerGroups

  • DescribeGameServerGroup

  • UpdateGameServerGroup

  • DeleteGameServerGroup

  • ResumeGameServerGroup

  • SuspendGameServerGroup

    // Example sending a request using DescribeGameServerGroupRequest. req := client.DescribeGameServerGroupRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroup

func (*Client) DescribeGameServerRequest added in v0.21.0

func (c *Client) DescribeGameServerRequest(input *DescribeGameServerInput) DescribeGameServerRequest

DescribeGameServerRequest returns a request value for making API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Retrieves information for a game server resource. Information includes the game server statuses, health check info, and the instance the game server is running on.

To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned.

Learn more

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

Related operations

  • RegisterGameServer

  • ListGameServers

  • ClaimGameServer

  • DescribeGameServer

  • UpdateGameServer

  • DeregisterGameServer

    // Example sending a request using DescribeGameServerRequest. req := client.DescribeGameServerRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServer

func (*Client) DescribeGameSessionDetailsRequest added in v0.9.0

func (c *Client) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) DescribeGameSessionDetailsRequest

DescribeGameSessionDetailsRequest returns a request value for making API operation for Amazon GameLift.

Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId or GameSessionArn to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet.

To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.

  • CreateGameSession

  • DescribeGameSessions

  • DescribeGameSessionDetails

  • SearchGameSessions

  • UpdateGameSession

  • GetGameSessionLogUrl

  • Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement

    // Example sending a request using DescribeGameSessionDetailsRequest. req := client.DescribeGameSessionDetailsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails

func (*Client) DescribeGameSessionPlacementRequest added in v0.9.0

func (c *Client) DescribeGameSessionPlacementRequest(input *DescribeGameSessionPlacementInput) DescribeGameSessionPlacementRequest

DescribeGameSessionPlacementRequest returns a request value for making 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

    // Example sending a request using DescribeGameSessionPlacementRequest. req := client.DescribeGameSessionPlacementRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement

func (*Client) DescribeGameSessionQueuesRequest added in v0.9.0

func (c *Client) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQueuesInput) DescribeGameSessionQueuesRequest

DescribeGameSessionQueuesRequest returns a request value for making 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

    // Example sending a request using DescribeGameSessionQueuesRequest. req := client.DescribeGameSessionQueuesRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues

func (*Client) DescribeGameSessionsRequest added in v0.9.0

func (c *Client) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) DescribeGameSessionsRequest

DescribeGameSessionsRequest returns a request value for making 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

    // Example sending a request using DescribeGameSessionsRequest. req := client.DescribeGameSessionsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions

func (*Client) DescribeInstancesRequest added in v0.9.0

func (c *Client) DescribeInstancesRequest(input *DescribeInstancesInput) DescribeInstancesRequest

DescribeInstancesRequest returns a request value for making API operation for Amazon GameLift.

Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance.

To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.

Learn more

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

    // Example sending a request using DescribeInstancesRequest. req := client.DescribeInstancesRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances

func (*Client) DescribeMatchmakingConfigurationsRequest added in v0.9.0

func (c *Client) DescribeMatchmakingConfigurationsRequest(input *DescribeMatchmakingConfigurationsInput) DescribeMatchmakingConfigurationsRequest

DescribeMatchmakingConfigurationsRequest returns a request value for making API operation for Amazon GameLift.

Retrieves the details of FlexMatch matchmaking configurations. With this operation, you have the following options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to retrieve, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.

Learn more

Setting Up FlexMatch Matchmakers (https://docs.aws.amazon.com/gamelift/latest/developerguide/matchmaker-build.html)

Related operations

  • CreateMatchmakingConfiguration

  • DescribeMatchmakingConfigurations

  • UpdateMatchmakingConfiguration

  • DeleteMatchmakingConfiguration

  • CreateMatchmakingRuleSet

  • DescribeMatchmakingRuleSets

  • ValidateMatchmakingRuleSet

  • DeleteMatchmakingRuleSet

    // Example sending a request using DescribeMatchmakingConfigurationsRequest. req := client.DescribeMatchmakingConfigurationsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations

func (*Client) DescribeMatchmakingRequest added in v0.9.0

func (c *Client) DescribeMatchmakingRequest(input *DescribeMatchmakingInput) DescribeMatchmakingRequest

DescribeMatchmakingRequest returns a request value for making API operation for Amazon GameLift.

Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including status and--once a successful match is made--acquire connection information for the resulting new game session.

You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to using event notifications. See more details on tracking matchmaking requests through polling or notifications in StartMatchmaking.

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.

Learn more

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

Set Up FlexMatch Event Notification (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html)

Related operations

  • StartMatchmaking

  • DescribeMatchmaking

  • StopMatchmaking

  • AcceptMatch

  • StartMatchBackfill

    // Example sending a request using DescribeMatchmakingRequest. req := client.DescribeMatchmakingRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking

func (*Client) DescribeMatchmakingRuleSetsRequest added in v0.9.0

func (c *Client) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmakingRuleSetsInput) DescribeMatchmakingRuleSetsRequest

DescribeMatchmakingRuleSetsRequest returns a request value for making 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

Related operations

  • CreateMatchmakingConfiguration

  • DescribeMatchmakingConfigurations

  • UpdateMatchmakingConfiguration

  • DeleteMatchmakingConfiguration

  • CreateMatchmakingRuleSet

  • DescribeMatchmakingRuleSets

  • ValidateMatchmakingRuleSet

  • DeleteMatchmakingRuleSet

    // Example sending a request using DescribeMatchmakingRuleSetsRequest. req := client.DescribeMatchmakingRuleSetsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets

func (*Client) DescribePlayerSessionsRequest added in v0.9.0

func (c *Client) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) DescribePlayerSessionsRequest

DescribePlayerSessionsRequest returns a request value for making API operation for Amazon GameLift.

Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId to request properties for a specific player session; (2) provide a GameSessionId to request properties for all player sessions in the specified game session; (3) provide a PlayerId to request properties for all player sessions of a specified player.

To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.

Available in Amazon GameLift Local.

  • CreatePlayerSession

  • CreatePlayerSessions

  • DescribePlayerSessions

  • Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement

    // Example sending a request using DescribePlayerSessionsRequest. req := client.DescribePlayerSessionsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions

func (*Client) DescribeRuntimeConfigurationRequest added in v0.9.0

func (c *Client) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) DescribeRuntimeConfigurationRequest

DescribeRuntimeConfigurationRequest returns a request value for making 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.

Learn more

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

    // Example sending a request using DescribeRuntimeConfigurationRequest. req := client.DescribeRuntimeConfigurationRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration

func (*Client) DescribeScalingPoliciesRequest added in v0.9.0

func (c *Client) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) DescribeScalingPoliciesRequest

DescribeScalingPoliciesRequest returns a request value for making 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 action 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

    // Example sending a request using DescribeScalingPoliciesRequest. req := client.DescribeScalingPoliciesRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies

func (*Client) DescribeScriptRequest added in v0.9.0

func (c *Client) DescribeScriptRequest(input *DescribeScriptInput) DescribeScriptRequest

DescribeScriptRequest returns a request value for making 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.

Learn more

Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)

Related operations

  • CreateScript

  • ListScripts

  • DescribeScript

  • UpdateScript

  • DeleteScript

    // Example sending a request using DescribeScriptRequest. req := client.DescribeScriptRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScript

func (*Client) DescribeVpcPeeringAuthorizationsRequest added in v0.9.0

func (c *Client) DescribeVpcPeeringAuthorizationsRequest(input *DescribeVpcPeeringAuthorizationsInput) DescribeVpcPeeringAuthorizationsRequest

DescribeVpcPeeringAuthorizationsRequest returns a request value for making 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

    // Example sending a request using DescribeVpcPeeringAuthorizationsRequest. req := client.DescribeVpcPeeringAuthorizationsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations

func (*Client) DescribeVpcPeeringConnectionsRequest added in v0.9.0

func (c *Client) DescribeVpcPeeringConnectionsRequest(input *DescribeVpcPeeringConnectionsInput) DescribeVpcPeeringConnectionsRequest

DescribeVpcPeeringConnectionsRequest returns a request value for making 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

    // Example sending a request using DescribeVpcPeeringConnectionsRequest. req := client.DescribeVpcPeeringConnectionsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections

func (*Client) GetGameSessionLogUrlRequest added in v0.9.0

func (c *Client) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) GetGameSessionLogUrlRequest

GetGameSessionLogUrlRequest returns a request value for making 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

    // Example sending a request using GetGameSessionLogUrlRequest. req := client.GetGameSessionLogUrlRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl

func (*Client) GetInstanceAccessRequest added in v0.9.0

func (c *Client) GetInstanceAccessRequest(input *GetInstanceAccessInput) GetInstanceAccessRequest

GetInstanceAccessRequest returns a request value for making 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 action.

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.

Learn more

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

    // Example sending a request using GetInstanceAccessRequest. req := client.GetInstanceAccessRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess

func (*Client) ListAliasesRequest added in v0.9.0

func (c *Client) ListAliasesRequest(input *ListAliasesInput) ListAliasesRequest

ListAliasesRequest returns a request value for making 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

    // Example sending a request using ListAliasesRequest. req := client.ListAliasesRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases

func (*Client) ListBuildsRequest added in v0.9.0

func (c *Client) ListBuildsRequest(input *ListBuildsInput) ListBuildsRequest

ListBuildsRequest returns a request value for making 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

    // Example sending a request using ListBuildsRequest. req := client.ListBuildsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds

func (*Client) ListFleetsRequest added in v0.9.0

func (c *Client) ListFleetsRequest(input *ListFleetsInput) ListFleetsRequest

ListFleetsRequest returns a request value for making API operation for Amazon GameLift.

Retrieves a collection of fleet resources for this AWS account. You can filter the result set to find only those fleets that are deployed with a specific build or script. Use the pagination parameters to retrieve results in sequential pages.

Fleet resources are not listed in a particular order.

Learn more

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

    // Example sending a request using ListFleetsRequest. req := client.ListFleetsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets

func (*Client) ListGameServerGroupsRequest added in v0.21.0

func (c *Client) ListGameServerGroupsRequest(input *ListGameServerGroupsInput) ListGameServerGroupsRequest

ListGameServerGroupsRequest returns a request value for making API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Retrieves information on all game servers groups that exist in the current AWS account for the selected region. Use the pagination parameters to retrieve results in a set of sequential pages.

Learn more

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

Related operations

  • CreateGameServerGroup

  • ListGameServerGroups

  • DescribeGameServerGroup

  • UpdateGameServerGroup

  • DeleteGameServerGroup

  • ResumeGameServerGroup

  • SuspendGameServerGroup

    // Example sending a request using ListGameServerGroupsRequest. req := client.ListGameServerGroupsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServerGroups

func (*Client) ListGameServersRequest added in v0.21.0

func (c *Client) ListGameServersRequest(input *ListGameServersInput) ListGameServersRequest

ListGameServersRequest returns a request value for making API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Retrieves information on all game servers that are currently running in a specified game server group. If there are custom key sort values for your game servers, you can opt to have the returned list sorted based on these values. Use the pagination parameters to retrieve results in a set of sequential pages.

Learn more

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

Related operations

  • RegisterGameServer

  • ListGameServers

  • ClaimGameServer

  • DescribeGameServer

  • UpdateGameServer

  • DeregisterGameServer

    // Example sending a request using ListGameServersRequest. req := client.ListGameServersRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServers

func (*Client) ListScriptsRequest added in v0.9.0

func (c *Client) ListScriptsRequest(input *ListScriptsInput) ListScriptsRequest

ListScriptsRequest returns a request value for making API operation for Amazon GameLift.

Retrieves script records for all Realtime scripts that are associated with the AWS account in use.

Learn more

Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)

Related operations

  • CreateScript

  • ListScripts

  • DescribeScript

  • UpdateScript

  • DeleteScript

    // Example sending a request using ListScriptsRequest. req := client.ListScriptsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListScripts

func (*Client) ListTagsForResourceRequest added in v0.19.0

func (c *Client) ListTagsForResourceRequest(input *ListTagsForResourceInput) ListTagsForResourceRequest

ListTagsForResourceRequest returns a request value for making API operation for Amazon GameLift.

Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This action handles the permissions necessary to manage tags for the following GameLift resource types:

  • Build

  • Script

  • Fleet

  • Alias

  • GameSessionQueue

  • MatchmakingConfiguration

  • MatchmakingRuleSet

To list tags for a resource, specify the unique ARN value for the resource.

Learn more

Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS General Reference

AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/)

Related operations

  • TagResource

  • UntagResource

  • ListTagsForResource

    // Example sending a request using ListTagsForResourceRequest. req := client.ListTagsForResourceRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListTagsForResource

func (*Client) PutScalingPolicyRequest added in v0.9.0

func (c *Client) PutScalingPolicyRequest(input *PutScalingPolicyInput) PutScalingPolicyRequest

PutScalingPolicyRequest returns a request value for making API operation for Amazon GameLift.

Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling.

Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences.

You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy--or to permanently remove it, you must delete the policy with DeleteScalingPolicy.

Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-autoscaling.html).

Target-based policy

A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action is needed to maintain that target.

For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer.

To create or update a target-based policy, specify a fleet ID and name, and set the policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.

Rule-based policy

A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action.

For example, a policy may make the following statement: "If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%."

A policy's rule statement has the following structure:

If MetricName is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then ScalingAdjustmentType to/by [ScalingAdjustment].

To implement the example, the rule statement would look like this:

If [PercentIdleInstances] is [GreaterThanThreshold] [20] for [15] minutes, then [PercentChangeInCapacity] to/by [10].

To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to "RuleBased". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.

  • DescribeFleetCapacity

  • UpdateFleetCapacity

  • DescribeEC2InstanceLimits

  • Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling)

  • Manage fleet actions: StartFleetActions StopFleetActions

    // Example sending a request using PutScalingPolicyRequest. req := client.PutScalingPolicyRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy

func (*Client) RegisterGameServerRequest added in v0.21.0

func (c *Client) RegisterGameServerRequest(input *RegisterGameServerInput) RegisterGameServerRequest

RegisterGameServerRequest returns a request value for making API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Creates a new game server resource and notifies GameLift FleetIQ that the game server is ready to host gameplay and players. This action is called by a game server process that is running on an instance in a game server group. Registering game servers enables GameLift FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session.

To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data; when a game client or service requests a game server by calling ClaimGameServer, this information is returned in response.

Once a game server is successfully registered, it is put in status AVAILABLE. A request to register a game server may fail if the instance it is in the process of shutting down as part of instance rebalancing or scale-down activity.

Learn more

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

Related operations

  • RegisterGameServer

  • ListGameServers

  • ClaimGameServer

  • DescribeGameServer

  • UpdateGameServer

  • DeregisterGameServer

    // Example sending a request using RegisterGameServerRequest. req := client.RegisterGameServerRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RegisterGameServer

func (*Client) RequestUploadCredentialsRequest added in v0.9.0

func (c *Client) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) RequestUploadCredentialsRequest

RequestUploadCredentialsRequest returns a request value for making API operation for Amazon GameLift.

Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild.

To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.

Learn more

Create a Build with Files in 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

    // Example sending a request using RequestUploadCredentialsRequest. req := client.RequestUploadCredentialsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials

func (*Client) ResolveAliasRequest added in v0.9.0

func (c *Client) ResolveAliasRequest(input *ResolveAliasInput) ResolveAliasRequest

ResolveAliasRequest returns a request value for making API operation for Amazon GameLift.

Retrieves the fleet ID that an alias is currently pointing to.

  • CreateAlias

  • ListAliases

  • DescribeAlias

  • UpdateAlias

  • DeleteAlias

  • ResolveAlias

    // Example sending a request using ResolveAliasRequest. req := client.ResolveAliasRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias

func (*Client) ResumeGameServerGroupRequest added in v0.21.0

func (c *Client) ResumeGameServerGroupRequest(input *ResumeGameServerGroupInput) ResumeGameServerGroupRequest

ResumeGameServerGroupRequest returns a request value for making API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Reinstates activity on a game server group after it has been suspended. A game server group may be suspended by calling SuspendGameServerGroup, or it may have been involuntarily suspended due to a configuration problem. You can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended.

To resume activity, specify a game server group ARN and the type of activity to be resumed.

Learn more

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

Related operations

  • CreateGameServerGroup

  • ListGameServerGroups

  • DescribeGameServerGroup

  • UpdateGameServerGroup

  • DeleteGameServerGroup

  • ResumeGameServerGroup

  • SuspendGameServerGroup

    // Example sending a request using ResumeGameServerGroupRequest. req := client.ResumeGameServerGroupRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResumeGameServerGroup

func (*Client) SearchGameSessionsRequest added in v0.9.0

func (c *Client) SearchGameSessionsRequest(input *SearchGameSessionsInput) SearchGameSessionsRequest

SearchGameSessionsRequest returns a request value for making API operation for Amazon GameLift.

Retrieves all active game sessions that match a set of search criteria and sorts them in a specified order. You can search or sort by the following game session attributes:

  • gameSessionId -- A unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value.

  • gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session.

  • gameSessionProperties -- Custom data defined in a game session's GameProperty parameter. GameProperty values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl". All custom data values are searched as strings.

  • maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.

  • creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds.

  • playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.

  • hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.

Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.

To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. If successful, a collection of GameSession objects matching the request is returned. Use the pagination parameters to retrieve results as a set of sequential pages.

You can search for game sessions one fleet at a time only. To find game sessions across multiple fleets, you must search each fleet separately and combine the results. This search feature finds only game sessions that are in ACTIVE status. To locate games in statuses other than active, use DescribeGameSessionDetails.

  • CreateGameSession

  • DescribeGameSessions

  • DescribeGameSessionDetails

  • SearchGameSessions

  • UpdateGameSession

  • GetGameSessionLogUrl

  • Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement

    // Example sending a request using SearchGameSessionsRequest. req := client.SearchGameSessionsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions

func (*Client) StartFleetActionsRequest added in v0.9.0

func (c *Client) StartFleetActionsRequest(input *StartFleetActionsInput) StartFleetActionsRequest

StartFleetActionsRequest returns a request value for making API operation for Amazon GameLift.

Resumes activity on a fleet that was suspended with StopFleetActions. Currently, this operation is used to restart a fleet's auto-scaling activity.

To start fleet actions, specify the fleet ID and the type of actions to restart. When auto-scaling fleet actions are restarted, Amazon GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet were never stopped, this operation will have no effect. You can view a fleet's stopped actions using DescribeFleetAttributes.

Learn more

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

    // Example sending a request using StartFleetActionsRequest. req := client.StartFleetActionsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActions

func (*Client) StartGameSessionPlacementRequest added in v0.9.0

func (c *Client) StartGameSessionPlacementRequest(input *StartGameSessionPlacementInput) StartGameSessionPlacementRequest

StartGameSessionPlacementRequest returns a request value for making API operation for Amazon GameLift.

Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.

A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.

When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.

Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players.

To place a new game session request, specify the following:

  • The queue name and a set of game session properties and settings

  • A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request

  • (Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player)

  • Latency data for all players (if you want to optimize game play for the players)

If successful, a new game session placement is created.

To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.

  • CreateGameSession

  • DescribeGameSessions

  • DescribeGameSessionDetails

  • SearchGameSessions

  • UpdateGameSession

  • GetGameSessionLogUrl

  • Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement

    // Example sending a request using StartGameSessionPlacementRequest. req := client.StartGameSessionPlacementRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement

func (*Client) StartMatchBackfillRequest added in v0.9.0

func (c *Client) StartMatchBackfillRequest(input *StartMatchBackfillInput) StartMatchBackfillRequest

StartMatchBackfillRequest returns a request value for making API operation for Amazon GameLift.

Finds new players to fill open slots in an existing game session. This operation can be used to add players to matched games that start with fewer than the maximum number of players or to replace players when they drop out. By backfilling with the same matchmaker used to create the original match, you ensure that new players meet the match criteria and maintain a consistent experience throughout the game session. You can backfill a match anytime after a game session has been created.

To request a match backfill, specify a unique ticket ID, the existing game session's ARN, a matchmaking configuration, and a set of data that describes all current players in the game session. If successful, a match backfill ticket is created and returned with status set to QUEUED. The ticket is placed in the matchmaker's ticket pool and processed. Track the status of the ticket to respond as needed.

The process of finding backfill matches is essentially identical to the initial matchmaking process. The matchmaker searches the pool and groups tickets together to form potential matches, allowing only one backfill ticket per potential match. Once the a match is formed, the matchmaker creates player sessions for the new players. All tickets in the match are updated with the game session's connection information, and the GameSession object is updated to include matchmaker data on the new players. For more detail on how match backfill requests are processed, see How Amazon GameLift FlexMatch Works (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html).

Learn more

Backfill Existing Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-backfill.html)

How GameLift FlexMatch Works (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html)

Related operations

  • StartMatchmaking

  • DescribeMatchmaking

  • StopMatchmaking

  • AcceptMatch

  • StartMatchBackfill

    // Example sending a request using StartMatchBackfillRequest. req := client.StartMatchBackfillRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill

func (*Client) StartMatchmakingRequest added in v0.9.0

func (c *Client) StartMatchmakingRequest(input *StartMatchmakingInput) StartMatchmakingRequest

StartMatchmakingRequest returns a request value for making API operation for Amazon GameLift.

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new game for the matched players. Each matchmaking request specifies the type of match to build (team configuration, rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to host the new game session for optimal performance. A matchmaking request might start with a single player or a group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match type, rules, and the queue used to place a new game session are defined in a MatchmakingConfiguration.

To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If successful, a matchmaking ticket is returned with status set to QUEUED. Track the status of the ticket to respond as needed and acquire game session connection information for successfully completed matches.

Tracking ticket status -- A couple of options are available for tracking the status of matchmaking requests:

  • Polling -- Call DescribeMatchmaking. This operation returns the full ticket object, including current status and (for completed tickets) game session connection info. We recommend polling no more than once every 10 seconds.

  • Notifications -- Get event notifications for changes in ticket status using Amazon Simple Notification Service (SNS). Notifications are easy to set up (see CreateMatchmakingConfiguration) and typically deliver match status changes faster and more efficiently than polling. We recommend that you use polling to back up to notifications (since delivery is not guaranteed) and call DescribeMatchmaking only when notifications are not received within 30 seconds.

Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows:

Your client code submits a StartMatchmaking request for one or more players and tracks the status of the request ticket.

FlexMatch uses this ticket and others in process to build an acceptable match. When a potential match is identified, all tickets in the proposed match are advanced to the next status.

If the match requires player acceptance (set in the matchmaking configuration), the tickets move into status REQUIRES_ACCEPTANCE. This status triggers your client code to solicit acceptance from all players in every ticket involved in the match, and then call AcceptMatch for each player. If any player rejects or fails to accept the match before a specified timeout, the proposed match is dropped (see AcceptMatch for more details).

Once a match is proposed and accepted, the matchmaking tickets move into status PLACING. FlexMatch locates resources for a new game session using the game session queue (set in the matchmaking configuration) and creates the game session based on the match data.

When the match is successfully placed, the matchmaking tickets move into COMPLETED status. Connection information (including game session endpoint and player session) is added to the matchmaking tickets. Matched players can use the connection information to join the game.

Learn more

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

Set Up FlexMatch Event Notification (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html)

FlexMatch Integration Roadmap (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-tasks.html)

How GameLift FlexMatch Works (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html)

Related operations

  • StartMatchmaking

  • DescribeMatchmaking

  • StopMatchmaking

  • AcceptMatch

  • StartMatchBackfill

    // Example sending a request using StartMatchmakingRequest. req := client.StartMatchmakingRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking

func (*Client) StopFleetActionsRequest added in v0.9.0

func (c *Client) StopFleetActionsRequest(input *StopFleetActionsInput) StopFleetActionsRequest

StopFleetActionsRequest returns a request value for making API operation for Amazon GameLift.

Suspends activity on a fleet. Currently, this operation is used to stop a fleet's auto-scaling activity. It is used to temporarily stop triggering scaling events. The policies can be retained and auto-scaling activity can be restarted using StartFleetActions. You can view a fleet's stopped actions using DescribeFleetAttributes.

To stop fleet actions, specify the fleet ID and the type of actions to suspend. When auto-scaling fleet actions are stopped, Amazon GameLift no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity.

Learn more

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

    // Example sending a request using StopFleetActionsRequest. req := client.StopFleetActionsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopFleetActions

func (*Client) StopGameSessionPlacementRequest added in v0.9.0

func (c *Client) StopGameSessionPlacementRequest(input *StopGameSessionPlacementInput) StopGameSessionPlacementRequest

StopGameSessionPlacementRequest returns a request value for making API operation for Amazon GameLift.

Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status.

  • CreateGameSession

  • DescribeGameSessions

  • DescribeGameSessionDetails

  • SearchGameSessions

  • UpdateGameSession

  • GetGameSessionLogUrl

  • Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement

    // Example sending a request using StopGameSessionPlacementRequest. req := client.StopGameSessionPlacementRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement

func (*Client) StopMatchmakingRequest added in v0.9.0

func (c *Client) StopMatchmakingRequest(input *StopMatchmakingInput) StopMatchmakingRequest

StopMatchmakingRequest returns a request value for making API operation for Amazon GameLift.

Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED.

This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server.

If the action is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body).

Learn more

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

Related operations

  • StartMatchmaking

  • DescribeMatchmaking

  • StopMatchmaking

  • AcceptMatch

  • StartMatchBackfill

    // Example sending a request using StopMatchmakingRequest. req := client.StopMatchmakingRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking

func (*Client) SuspendGameServerGroupRequest added in v0.21.0

func (c *Client) SuspendGameServerGroupRequest(input *SuspendGameServerGroupInput) SuspendGameServerGroupRequest

SuspendGameServerGroupRequest returns a request value for making API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Temporarily stops activity on a game server group without terminating instances or the game server group. Activity can be restarted by calling ResumeGameServerGroup. Activities that can suspended are:

  • Instance type replacement. This activity evaluates the current Spot viability of all instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot instance types (which have a higher chance of game server interruptions) and rebalances capacity across the remaining viable Spot instance types. When this activity is suspended, the Auto Scaling group continues with its current balance, regardless of viability. Instance protection, utilization metrics, and capacity autoscaling activities continue to be active.

To suspend activity, specify a game server group ARN and the type of activity to be suspended.

Learn more

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

Related operations

  • CreateGameServerGroup

  • ListGameServerGroups

  • DescribeGameServerGroup

  • UpdateGameServerGroup

  • DeleteGameServerGroup

  • ResumeGameServerGroup

  • SuspendGameServerGroup

    // Example sending a request using SuspendGameServerGroupRequest. req := client.SuspendGameServerGroupRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SuspendGameServerGroup

func (*Client) TagResourceRequest added in v0.19.0

func (c *Client) TagResourceRequest(input *TagResourceInput) TagResourceRequest

TagResourceRequest returns a request value for making API operation for Amazon GameLift.

Assigns a tag to a GameLift resource. AWS resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize AWS cost breakdowns, etc. This action handles the permissions necessary to manage tags for the following GameLift resource types:

  • Build

  • Script

  • Fleet

  • Alias

  • GameSessionQueue

  • MatchmakingConfiguration

  • MatchmakingRuleSet

To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource.

Learn more

Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS General Reference

AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/)

Related operations

  • TagResource

  • UntagResource

  • ListTagsForResource

    // Example sending a request using TagResourceRequest. req := client.TagResourceRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TagResource

func (*Client) UntagResourceRequest added in v0.19.0

func (c *Client) UntagResourceRequest(input *UntagResourceInput) UntagResourceRequest

UntagResourceRequest returns a request value for making API operation for Amazon GameLift.

Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This action handles the permissions necessary to manage tags for the following GameLift resource types:

  • Build

  • Script

  • Fleet

  • Alias

  • GameSessionQueue

  • MatchmakingConfiguration

  • MatchmakingRuleSet

To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This action succeeds even if the list includes tags that are not currently assigned to the specified resource.

Learn more

Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS General Reference

AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/)

Related operations

  • TagResource

  • UntagResource

  • ListTagsForResource

    // Example sending a request using UntagResourceRequest. req := client.UntagResourceRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UntagResource

func (*Client) UpdateAliasRequest added in v0.9.0

func (c *Client) UpdateAliasRequest(input *UpdateAliasInput) UpdateAliasRequest

UpdateAliasRequest returns a request value for making API operation for Amazon GameLift.

Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.

  • CreateAlias

  • ListAliases

  • DescribeAlias

  • UpdateAlias

  • DeleteAlias

  • ResolveAlias

    // Example sending a request using UpdateAliasRequest. req := client.UpdateAliasRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias

func (*Client) UpdateBuildRequest added in v0.9.0

func (c *Client) UpdateBuildRequest(input *UpdateBuildInput) UpdateBuildRequest

UpdateBuildRequest returns a request value for making API operation for Amazon GameLift.

Updates metadata in a build resource, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.

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

    // Example sending a request using UpdateBuildRequest. req := client.UpdateBuildRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild

func (*Client) UpdateFleetAttributesRequest added in v0.9.0

func (c *Client) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) UpdateFleetAttributesRequest

UpdateFleetAttributesRequest returns a request value for making API operation for Amazon GameLift.

Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values that you want to change. If successful, the fleet ID for the updated fleet is returned.

Learn more

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

Related operations

  • CreateFleet

  • ListFleets

  • DeleteFleet

  • DescribeFleetAttributes

  • Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration

  • StartFleetActions or StopFleetActions

    // Example sending a request using UpdateFleetAttributesRequest. req := client.UpdateFleetAttributesRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes

func (*Client) UpdateFleetCapacityRequest added in v0.9.0

func (c *Client) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) UpdateFleetCapacityRequest

UpdateFleetCapacityRequest returns a request value for making API operation for Amazon GameLift.

Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.

Specify minimum and maximum number of instances. Amazon GameLift will not change fleet capacity to values fall outside of this range. This is particularly important when using auto-scaling (see PutScalingPolicy) to allow capacity to adjust based on player demand while imposing limits on automatic adjustments.

To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs.

Learn more

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

Related operations

  • CreateFleet

  • ListFleets

  • DeleteFleet

  • DescribeFleetAttributes

  • Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration

  • StartFleetActions or StopFleetActions

    // Example sending a request using UpdateFleetCapacityRequest. req := client.UpdateFleetCapacityRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity

func (*Client) UpdateFleetPortSettingsRequest added in v0.9.0

func (c *Client) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) UpdateFleetPortSettingsRequest

UpdateFleetPortSettingsRequest returns a request value for making API operation for Amazon GameLift.

Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned.

Learn more

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

Related operations

  • CreateFleet

  • ListFleets

  • DeleteFleet

  • DescribeFleetAttributes

  • Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration

  • StartFleetActions or StopFleetActions

    // Example sending a request using UpdateFleetPortSettingsRequest. req := client.UpdateFleetPortSettingsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings

func (*Client) UpdateGameServerGroupRequest added in v0.21.0

func (c *Client) UpdateGameServerGroupRequest(input *UpdateGameServerGroupInput) UpdateGameServerGroupRequest

UpdateGameServerGroupRequest returns a request value for making API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Updates GameLift FleetIQ-specific properties for a game server group. These properties include instance rebalancing and game server protection. Many Auto Scaling group properties are updated directly. These include autoscaling policies, minimum/maximum/desired instance counts, and launch template.

To update the game server group, specify the game server group ID and provide the updated values.

Updated properties are validated to ensure that GameLift FleetIQ can continue to perform its core instance rebalancing activity. When you change Auto Scaling group properties directly and the changes cause errors with GameLift FleetIQ activities, an alert is sent.

Learn more

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

Updating a GameLift FleetIQ-Linked Auto Scaling Group (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-asgroups.html)

Related operations

  • CreateGameServerGroup

  • ListGameServerGroups

  • DescribeGameServerGroup

  • UpdateGameServerGroup

  • DeleteGameServerGroup

  • ResumeGameServerGroup

  • SuspendGameServerGroup

    // Example sending a request using UpdateGameServerGroupRequest. req := client.UpdateGameServerGroupRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServerGroup

func (*Client) UpdateGameServerRequest added in v0.21.0

func (c *Client) UpdateGameServerRequest(input *UpdateGameServerInput) UpdateGameServerRequest

UpdateGameServerRequest returns a request value for making API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Updates information about a registered game server. This action is called by a game server process that is running on an instance in a game server group. There are three reasons to update game server information: (1) to change the utilization status of the game server, (2) to report game server health status, and (3) to change game server metadata. A registered game server should regularly report health and should update utilization status when it is supporting gameplay so that GameLift FleetIQ can accurately track game server availability. You can make all three types of updates in the same request.

  • To update the game server's utilization status, identify the game server and game server group and specify the current utilization status. Use this status to identify when game servers are currently hosting games and when they are available to be claimed.

  • To report health status, identify the game server and game server group and set health check to HEALTHY. If a game server does not report health status for a certain length of time, the game server is no longer considered healthy and will be eventually de-registered from the game server group to avoid affecting utilization metrics. The best practice is to report health every 60 seconds.

  • To change game server metadata, provide updated game server data and custom sort key values.

Once a game server is successfully updated, the relevant statuses and timestamps are updated.

Learn more

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

Related operations

  • RegisterGameServer

  • ListGameServers

  • ClaimGameServer

  • DescribeGameServer

  • UpdateGameServer

  • DeregisterGameServer

    // Example sending a request using UpdateGameServerRequest. req := client.UpdateGameServerRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServer

func (*Client) UpdateGameSessionQueueRequest added in v0.9.0

func (c *Client) UpdateGameSessionQueueRequest(input *UpdateGameSessionQueueInput) UpdateGameSessionQueueRequest

UpdateGameSessionQueueRequest returns a request value for making API operation for Amazon GameLift.

Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.

Learn more

Using Multi-Region Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html)

Related operations

  • CreateGameSessionQueue

  • DescribeGameSessionQueues

  • UpdateGameSessionQueue

  • DeleteGameSessionQueue

    // Example sending a request using UpdateGameSessionQueueRequest. req := client.UpdateGameSessionQueueRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue

func (*Client) UpdateGameSessionRequest added in v0.9.0

func (c *Client) UpdateGameSessionRequest(input *UpdateGameSessionInput) UpdateGameSessionRequest

UpdateGameSessionRequest returns a request value for making API operation for Amazon GameLift.

Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.

  • CreateGameSession

  • DescribeGameSessions

  • DescribeGameSessionDetails

  • SearchGameSessions

  • UpdateGameSession

  • GetGameSessionLogUrl

  • Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement

    // Example sending a request using UpdateGameSessionRequest. req := client.UpdateGameSessionRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession

func (*Client) UpdateMatchmakingConfigurationRequest added in v0.9.0

func (c *Client) UpdateMatchmakingConfigurationRequest(input *UpdateMatchmakingConfigurationInput) UpdateMatchmakingConfigurationRequest

UpdateMatchmakingConfigurationRequest returns a request value for making API operation for Amazon GameLift.

Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings.

Learn more

Design a FlexMatch Matchmaker (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html)

Related operations

  • CreateMatchmakingConfiguration

  • DescribeMatchmakingConfigurations

  • UpdateMatchmakingConfiguration

  • DeleteMatchmakingConfiguration

  • CreateMatchmakingRuleSet

  • DescribeMatchmakingRuleSets

  • ValidateMatchmakingRuleSet

  • DeleteMatchmakingRuleSet

    // Example sending a request using UpdateMatchmakingConfigurationRequest. req := client.UpdateMatchmakingConfigurationRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration

func (*Client) UpdateRuntimeConfigurationRequest added in v0.9.0

func (c *Client) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigurationInput) UpdateRuntimeConfigurationRequest

UpdateRuntimeConfigurationRequest returns a request value for making API operation for Amazon GameLift.

Updates the current runtime configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in an ACTIVE status.

To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration object with an updated set of server process configurations.

Each instance in a Amazon GameLift fleet checks regularly for an updated runtime configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; runtime configuration changes are applied gradually as existing processes shut down and new processes are launched during Amazon GameLift's normal process recycling activity.

Learn more

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

Related operations

  • CreateFleet

  • ListFleets

  • DeleteFleet

  • DescribeFleetAttributes

  • Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration

  • StartFleetActions or StopFleetActions

    // Example sending a request using UpdateRuntimeConfigurationRequest. req := client.UpdateRuntimeConfigurationRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration

func (*Client) UpdateScriptRequest added in v0.9.0

func (c *Client) UpdateScriptRequest(input *UpdateScriptInput) UpdateScriptRequest

UpdateScriptRequest returns a request value for making API operation for Amazon GameLift.

Updates Realtime script metadata and content.

To update script metadata, specify the script ID and provide updated name and/or version values.

To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script.

If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions.

Learn more

Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)

Related operations

  • CreateScript

  • ListScripts

  • DescribeScript

  • UpdateScript

  • DeleteScript

    // Example sending a request using UpdateScriptRequest. req := client.UpdateScriptRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateScript

func (*Client) ValidateMatchmakingRuleSetRequest added in v0.9.0

func (c *Client) ValidateMatchmakingRuleSetRequest(input *ValidateMatchmakingRuleSetInput) ValidateMatchmakingRuleSetRequest

ValidateMatchmakingRuleSetRequest returns a request value for making API operation for Amazon GameLift.

Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string.

Learn more

Related operations

  • CreateMatchmakingConfiguration

  • DescribeMatchmakingConfigurations

  • UpdateMatchmakingConfiguration

  • DeleteMatchmakingConfiguration

  • CreateMatchmakingRuleSet

  • DescribeMatchmakingRuleSets

  • ValidateMatchmakingRuleSet

  • DeleteMatchmakingRuleSet

    // Example sending a request using ValidateMatchmakingRuleSetRequest. req := client.ValidateMatchmakingRuleSetRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet

type ComparisonOperatorType

type ComparisonOperatorType string
const (
	ComparisonOperatorTypeGreaterThanOrEqualToThreshold ComparisonOperatorType = "GreaterThanOrEqualToThreshold"
	ComparisonOperatorTypeGreaterThanThreshold          ComparisonOperatorType = "GreaterThanThreshold"
	ComparisonOperatorTypeLessThanThreshold             ComparisonOperatorType = "LessThanThreshold"
	ComparisonOperatorTypeLessThanOrEqualToThreshold    ComparisonOperatorType = "LessThanOrEqualToThreshold"
)

Enum values for ComparisonOperatorType

func (ComparisonOperatorType) MarshalValue added in v0.3.0

func (enum ComparisonOperatorType) MarshalValue() (string, error)

func (ComparisonOperatorType) MarshalValueBuf added in v0.3.0

func (enum ComparisonOperatorType) MarshalValueBuf(b []byte) ([]byte, error)

type CreateAliasInput

type CreateAliasInput struct {

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

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

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

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

Represents the input for a request action.

func (CreateAliasInput) String

func (s CreateAliasInput) String() string

String returns the string representation

func (*CreateAliasInput) Validate

func (s *CreateAliasInput) Validate() error

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

type CreateAliasOutput

type CreateAliasOutput struct {

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

Represents the returned data in response to a request action.

func (CreateAliasOutput) String

func (s CreateAliasOutput) String() string

String returns the string representation

type CreateAliasRequest

type CreateAliasRequest struct {
	*aws.Request
	Input *CreateAliasInput
	Copy  func(*CreateAliasInput) CreateAliasRequest
}

CreateAliasRequest is the request type for the CreateAlias API operation.

func (CreateAliasRequest) Send

Send marshals and sends the CreateAlias API request.

type CreateAliasResponse added in v0.9.0

type CreateAliasResponse struct {
	*CreateAliasOutput
	// contains filtered or unexported fields
}

CreateAliasResponse is the response type for the CreateAlias API operation.

func (*CreateAliasResponse) SDKResponseMetdata added in v0.9.0

func (r *CreateAliasResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the CreateAlias request.

type CreateBuildInput

type CreateBuildInput struct {

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

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

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

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

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

Represents the input for a request action.

func (CreateBuildInput) String

func (s CreateBuildInput) String() string

String returns the string representation

func (*CreateBuildInput) Validate

func (s *CreateBuildInput) Validate() error

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

type CreateBuildOutput

type CreateBuildOutput struct {

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

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

	// This element is returned only when the operation is called without a storage
	// location. It contains credentials to use when you are uploading a build file
	// to an 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 action.

func (CreateBuildOutput) String

func (s CreateBuildOutput) String() string

String returns the string representation

type CreateBuildRequest

type CreateBuildRequest struct {
	*aws.Request
	Input *CreateBuildInput
	Copy  func(*CreateBuildInput) CreateBuildRequest
}

CreateBuildRequest is the request type for the CreateBuild API operation.

func (CreateBuildRequest) Send

Send marshals and sends the CreateBuild API request.

type CreateBuildResponse added in v0.9.0

type CreateBuildResponse struct {
	*CreateBuildOutput
	// contains filtered or unexported fields
}

CreateBuildResponse is the response type for the CreateBuild API operation.

func (*CreateBuildResponse) SDKResponseMetdata added in v0.9.0

func (r *CreateBuildResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the CreateBuild request.

type CreateFleetInput

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 EC2InstanceType `type:"string" required:"true" enum:"true"`

	// 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 FleetType `type:"string" enum:"true"`

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

	// 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 ProtectionPolicy `type:"string" enum:"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 *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 action.

func (CreateFleetInput) String

func (s CreateFleetInput) String() string

String returns the string representation

func (*CreateFleetInput) Validate

func (s *CreateFleetInput) Validate() error

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

type CreateFleetOutput

type CreateFleetOutput struct {

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

Represents the returned data in response to a request action.

func (CreateFleetOutput) String

func (s CreateFleetOutput) String() string

String returns the string representation

type CreateFleetRequest

type CreateFleetRequest struct {
	*aws.Request
	Input *CreateFleetInput
	Copy  func(*CreateFleetInput) CreateFleetRequest
}

CreateFleetRequest is the request type for the CreateFleet API operation.

func (CreateFleetRequest) Send

Send marshals and sends the CreateFleet API request.

type CreateFleetResponse added in v0.9.0

type CreateFleetResponse struct {
	*CreateFleetOutput
	// contains filtered or unexported fields
}

CreateFleetResponse is the response type for the CreateFleet API operation.

func (*CreateFleetResponse) SDKResponseMetdata added in v0.9.0

func (r *CreateFleetResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the CreateFleet request.

type CreateGameServerGroupInput added in v0.21.0

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. Once the game server and Auto Scaling groups are created,
	// you can update the scaling policy settings directly in Auto Scaling Groups.
	AutoScalingPolicy *GameServerGroupAutoScalingPolicy `type:"structure"`

	// The fallback balancing method to use for the game server group when Spot
	// instances in a Region become unavailable or are not viable for game hosting.
	// Once triggered, this method remains active until Spot instances can once
	// again be used. Method options include:
	//
	//    * SPOT_ONLY -- If Spot instances are unavailable, the game server group
	//    provides no hosting capacity. No new instances are started, and the existing
	//    nonviable Spot instances are terminated (once current gameplay ends) and
	//    not replaced.
	//
	//    * SPOT_PREFERRED -- If Spot instances are unavailable, the game server
	//    group continues to provide hosting capacity by using On-Demand instances.
	//    Existing nonviable Spot instances are terminated (once current gameplay
	//    ends) and replaced with new On-Demand instances.
	BalancingStrategy BalancingStrategy `type:"string" enum:"true"`

	// 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 may by 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. An exception to this is Spot Instances,
	// which may be terminated by AWS regardless of protection status. This property
	// is set to NO_PROTECTION by default.
	GameServerProtectionPolicy GameServerProtectionPolicy `type:"string" enum:"true"`

	// A set of EC2 instance types to use when creating instances in the 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.
	//
	// 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.
	//
	// LaunchTemplate is a required field
	LaunchTemplate *LaunchTemplateSpecification `type:"structure" required:"true"`

	// The maximum number of instances allowed in the EC2 Auto Scaling group. During
	// autoscaling events, GameLift FleetIQ and EC2 do not scale up the group above
	// this maximum.
	//
	// 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
	// autoscaling 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.
	//
	// 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. The submitted role is validated to ensure that it contains the necessary
	// permissions for game server 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 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"`

	// 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; this parameter allows you to specify VPCs that you've set
	// up.
	VpcSubnets []string `min:"1" type:"list"`
	// contains filtered or unexported fields
}

func (CreateGameServerGroupInput) String added in v0.21.0

String returns the string representation

func (*CreateGameServerGroupInput) Validate added in v0.21.0

func (s *CreateGameServerGroupInput) Validate() error

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

type CreateGameServerGroupOutput added in v0.21.0

type CreateGameServerGroupOutput struct {

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

func (CreateGameServerGroupOutput) String added in v0.21.0

String returns the string representation

type CreateGameServerGroupRequest added in v0.21.0

type CreateGameServerGroupRequest struct {
	*aws.Request
	Input *CreateGameServerGroupInput
	Copy  func(*CreateGameServerGroupInput) CreateGameServerGroupRequest
}

CreateGameServerGroupRequest is the request type for the CreateGameServerGroup API operation.

func (CreateGameServerGroupRequest) Send added in v0.21.0

Send marshals and sends the CreateGameServerGroup API request.

type CreateGameServerGroupResponse added in v0.21.0

type CreateGameServerGroupResponse struct {
	*CreateGameServerGroupOutput
	// contains filtered or unexported fields
}

CreateGameServerGroupResponse is the response type for the CreateGameServerGroup API operation.

func (*CreateGameServerGroupResponse) SDKResponseMetdata added in v0.21.0

func (r *CreateGameServerGroupResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the CreateGameServerGroup request.

type CreateGameSessionInput

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 action.

func (CreateGameSessionInput) String

func (s CreateGameSessionInput) String() string

String returns the string representation

func (*CreateGameSessionInput) Validate

func (s *CreateGameSessionInput) Validate() error

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

type CreateGameSessionOutput

type CreateGameSessionOutput struct {

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

Represents the returned data in response to a request action.

func (CreateGameSessionOutput) String

func (s CreateGameSessionOutput) String() string

String returns the string representation

type CreateGameSessionQueueInput

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 action.

func (CreateGameSessionQueueInput) String

String returns the string representation

func (*CreateGameSessionQueueInput) Validate

func (s *CreateGameSessionQueueInput) Validate() error

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

type CreateGameSessionQueueOutput

type CreateGameSessionQueueOutput struct {

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

Represents the returned data in response to a request action.

func (CreateGameSessionQueueOutput) String

String returns the string representation

type CreateGameSessionQueueRequest

type CreateGameSessionQueueRequest struct {
	*aws.Request
	Input *CreateGameSessionQueueInput
	Copy  func(*CreateGameSessionQueueInput) CreateGameSessionQueueRequest
}

CreateGameSessionQueueRequest is the request type for the CreateGameSessionQueue API operation.

func (CreateGameSessionQueueRequest) Send

Send marshals and sends the CreateGameSessionQueue API request.

type CreateGameSessionQueueResponse added in v0.9.0

type CreateGameSessionQueueResponse struct {
	*CreateGameSessionQueueOutput
	// contains filtered or unexported fields
}

CreateGameSessionQueueResponse is the response type for the CreateGameSessionQueue API operation.

func (*CreateGameSessionQueueResponse) SDKResponseMetdata added in v0.9.0

func (r *CreateGameSessionQueueResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the CreateGameSessionQueue request.

type CreateGameSessionRequest

type CreateGameSessionRequest struct {
	*aws.Request
	Input *CreateGameSessionInput
	Copy  func(*CreateGameSessionInput) CreateGameSessionRequest
}

CreateGameSessionRequest is the request type for the CreateGameSession API operation.

func (CreateGameSessionRequest) Send

Send marshals and sends the CreateGameSession API request.

type CreateGameSessionResponse added in v0.9.0

type CreateGameSessionResponse struct {
	*CreateGameSessionOutput
	// contains filtered or unexported fields
}

CreateGameSessionResponse is the response type for the CreateGameSession API operation.

func (*CreateGameSessionResponse) SDKResponseMetdata added in v0.9.0

func (r *CreateGameSessionResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the CreateGameSession request.

type CreateMatchmakingConfigurationInput

type CreateMatchmakingConfigurationInput struct {

	// A flag that determines whether a match that was created with this configuration
	// must be accepted by the matched players. To require acceptance, set to TRUE.
	//
	// 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 any player rejects the match or fails to accept before the timeout,
	// the ticket continues to look for an acceptable match.
	AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"`

	// 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.
	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/developerguide/match-backfill.html).
	BackfillMode BackfillMode `type:"string" enum:"true"`

	// 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"`

	// 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.
	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.
	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. These queues are used when placing
	// game sessions for matches that are created with this matchmaking configuration.
	// Queues can be located in any Region.
	//
	// GameSessionQueueArns is a required field
	GameSessionQueueArns []string `type:"list" required:"true"`

	// 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 action.

func (CreateMatchmakingConfigurationInput) String

String returns the string representation

func (*CreateMatchmakingConfigurationInput) Validate

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

type CreateMatchmakingConfigurationOutput

type CreateMatchmakingConfigurationOutput struct {

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

Represents the returned data in response to a request action.

func (CreateMatchmakingConfigurationOutput) String

String returns the string representation

type CreateMatchmakingConfigurationRequest

type CreateMatchmakingConfigurationRequest struct {
	*aws.Request
	Input *CreateMatchmakingConfigurationInput
	Copy  func(*CreateMatchmakingConfigurationInput) CreateMatchmakingConfigurationRequest
}

CreateMatchmakingConfigurationRequest is the request type for the CreateMatchmakingConfiguration API operation.

func (CreateMatchmakingConfigurationRequest) Send

Send marshals and sends the CreateMatchmakingConfiguration API request.

type CreateMatchmakingConfigurationResponse added in v0.9.0

type CreateMatchmakingConfigurationResponse struct {
	*CreateMatchmakingConfigurationOutput
	// contains filtered or unexported fields
}

CreateMatchmakingConfigurationResponse is the response type for the CreateMatchmakingConfiguration API operation.

func (*CreateMatchmakingConfigurationResponse) SDKResponseMetdata added in v0.9.0

func (r *CreateMatchmakingConfigurationResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the CreateMatchmakingConfiguration request.

type CreateMatchmakingRuleSetInput

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 action.

func (CreateMatchmakingRuleSetInput) String

String returns the string representation

func (*CreateMatchmakingRuleSetInput) Validate

func (s *CreateMatchmakingRuleSetInput) Validate() error

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

type CreateMatchmakingRuleSetOutput

type CreateMatchmakingRuleSetOutput struct {

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

Represents the returned data in response to a request action.

func (CreateMatchmakingRuleSetOutput) String

String returns the string representation

type CreateMatchmakingRuleSetRequest

type CreateMatchmakingRuleSetRequest struct {
	*aws.Request
	Input *CreateMatchmakingRuleSetInput
	Copy  func(*CreateMatchmakingRuleSetInput) CreateMatchmakingRuleSetRequest
}

CreateMatchmakingRuleSetRequest is the request type for the CreateMatchmakingRuleSet API operation.

func (CreateMatchmakingRuleSetRequest) Send

Send marshals and sends the CreateMatchmakingRuleSet API request.

type CreateMatchmakingRuleSetResponse added in v0.9.0

type CreateMatchmakingRuleSetResponse struct {
	*CreateMatchmakingRuleSetOutput
	// contains filtered or unexported fields
}

CreateMatchmakingRuleSetResponse is the response type for the CreateMatchmakingRuleSet API operation.

func (*CreateMatchmakingRuleSetResponse) SDKResponseMetdata added in v0.9.0

func (r *CreateMatchmakingRuleSetResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the CreateMatchmakingRuleSet request.

type CreatePlayerSessionInput

type CreatePlayerSessionInput struct {

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

	// Developer-defined information related to a player. 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 action.

func (CreatePlayerSessionInput) String

func (s CreatePlayerSessionInput) String() string

String returns the string representation

func (*CreatePlayerSessionInput) Validate

func (s *CreatePlayerSessionInput) Validate() error

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

type CreatePlayerSessionOutput

type CreatePlayerSessionOutput struct {

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

Represents the returned data in response to a request action.

func (CreatePlayerSessionOutput) String

func (s CreatePlayerSessionOutput) String() string

String returns the string representation

type CreatePlayerSessionRequest

type CreatePlayerSessionRequest struct {
	*aws.Request
	Input *CreatePlayerSessionInput
	Copy  func(*CreatePlayerSessionInput) CreatePlayerSessionRequest
}

CreatePlayerSessionRequest is the request type for the CreatePlayerSession API operation.

func (CreatePlayerSessionRequest) Send

Send marshals and sends the CreatePlayerSession API request.

type CreatePlayerSessionResponse added in v0.9.0

type CreatePlayerSessionResponse struct {
	*CreatePlayerSessionOutput
	// contains filtered or unexported fields
}

CreatePlayerSessionResponse is the response type for the CreatePlayerSession API operation.

func (*CreatePlayerSessionResponse) SDKResponseMetdata added in v0.9.0

func (r *CreatePlayerSessionResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the CreatePlayerSession request.

type CreatePlayerSessionsInput

type CreatePlayerSessionsInput struct {

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

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

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

Represents the input for a request action.

func (CreatePlayerSessionsInput) String

func (s CreatePlayerSessionsInput) String() string

String returns the string representation

func (*CreatePlayerSessionsInput) Validate

func (s *CreatePlayerSessionsInput) Validate() error

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

type CreatePlayerSessionsOutput

type CreatePlayerSessionsOutput struct {

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

Represents the returned data in response to a request action.

func (CreatePlayerSessionsOutput) String

String returns the string representation

type CreatePlayerSessionsRequest

type CreatePlayerSessionsRequest struct {
	*aws.Request
	Input *CreatePlayerSessionsInput
	Copy  func(*CreatePlayerSessionsInput) CreatePlayerSessionsRequest
}

CreatePlayerSessionsRequest is the request type for the CreatePlayerSessions API operation.

func (CreatePlayerSessionsRequest) Send

Send marshals and sends the CreatePlayerSessions API request.

type CreatePlayerSessionsResponse added in v0.9.0

type CreatePlayerSessionsResponse struct {
	*CreatePlayerSessionsOutput
	// contains filtered or unexported fields
}

CreatePlayerSessionsResponse is the response type for the CreatePlayerSessions API operation.

func (*CreatePlayerSessionsResponse) SDKResponseMetdata added in v0.9.0

func (r *CreatePlayerSessionsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the CreatePlayerSessions request.

type CreateScriptInput added in v0.8.0

type CreateScriptInput struct {

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

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

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

	// 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 (CreateScriptInput) String added in v0.8.0

func (s CreateScriptInput) String() string

String returns the string representation

func (*CreateScriptInput) Validate added in v0.8.0

func (s *CreateScriptInput) Validate() error

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

type CreateScriptOutput added in v0.8.0

type CreateScriptOutput struct {

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

func (CreateScriptOutput) String added in v0.8.0

func (s CreateScriptOutput) String() string

String returns the string representation

type CreateScriptRequest added in v0.8.0

type CreateScriptRequest struct {
	*aws.Request
	Input *CreateScriptInput
	Copy  func(*CreateScriptInput) CreateScriptRequest
}

CreateScriptRequest is the request type for the CreateScript API operation.

func (CreateScriptRequest) Send added in v0.8.0

Send marshals and sends the CreateScript API request.

type CreateScriptResponse added in v0.9.0

type CreateScriptResponse struct {
	*CreateScriptOutput
	// contains filtered or unexported fields
}

CreateScriptResponse is the response type for the CreateScript API operation.

func (*CreateScriptResponse) SDKResponseMetdata added in v0.9.0

func (r *CreateScriptResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the CreateScript request.

type CreateVpcPeeringAuthorizationInput

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 action.

func (CreateVpcPeeringAuthorizationInput) String

String returns the string representation

func (*CreateVpcPeeringAuthorizationInput) Validate

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

type CreateVpcPeeringAuthorizationOutput

type CreateVpcPeeringAuthorizationOutput struct {

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

Represents the returned data in response to a request action.

func (CreateVpcPeeringAuthorizationOutput) String

String returns the string representation

type CreateVpcPeeringAuthorizationRequest

type CreateVpcPeeringAuthorizationRequest struct {
	*aws.Request
	Input *CreateVpcPeeringAuthorizationInput
	Copy  func(*CreateVpcPeeringAuthorizationInput) CreateVpcPeeringAuthorizationRequest
}

CreateVpcPeeringAuthorizationRequest is the request type for the CreateVpcPeeringAuthorization API operation.

func (CreateVpcPeeringAuthorizationRequest) Send

Send marshals and sends the CreateVpcPeeringAuthorization API request.

type CreateVpcPeeringAuthorizationResponse added in v0.9.0

type CreateVpcPeeringAuthorizationResponse struct {
	*CreateVpcPeeringAuthorizationOutput
	// contains filtered or unexported fields
}

CreateVpcPeeringAuthorizationResponse is the response type for the CreateVpcPeeringAuthorization API operation.

func (*CreateVpcPeeringAuthorizationResponse) SDKResponseMetdata added in v0.9.0

func (r *CreateVpcPeeringAuthorizationResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the CreateVpcPeeringAuthorization request.

type CreateVpcPeeringConnectionInput

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 action.

func (CreateVpcPeeringConnectionInput) String

String returns the string representation

func (*CreateVpcPeeringConnectionInput) Validate

func (s *CreateVpcPeeringConnectionInput) Validate() error

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

type CreateVpcPeeringConnectionOutput

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

func (CreateVpcPeeringConnectionOutput) String

String returns the string representation

type CreateVpcPeeringConnectionRequest

type CreateVpcPeeringConnectionRequest struct {
	*aws.Request
	Input *CreateVpcPeeringConnectionInput
	Copy  func(*CreateVpcPeeringConnectionInput) CreateVpcPeeringConnectionRequest
}

CreateVpcPeeringConnectionRequest is the request type for the CreateVpcPeeringConnection API operation.

func (CreateVpcPeeringConnectionRequest) Send

Send marshals and sends the CreateVpcPeeringConnection API request.

type CreateVpcPeeringConnectionResponse added in v0.9.0

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

CreateVpcPeeringConnectionResponse is the response type for the CreateVpcPeeringConnection API operation.

func (*CreateVpcPeeringConnectionResponse) SDKResponseMetdata added in v0.9.0

func (r *CreateVpcPeeringConnectionResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the CreateVpcPeeringConnection request.

type DeleteAliasInput

type DeleteAliasInput struct {

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

Represents the input for a request action.

func (DeleteAliasInput) String

func (s DeleteAliasInput) String() string

String returns the string representation

func (*DeleteAliasInput) Validate

func (s *DeleteAliasInput) Validate() error

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

type DeleteAliasOutput

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

func (DeleteAliasOutput) String

func (s DeleteAliasOutput) String() string

String returns the string representation

type DeleteAliasRequest

type DeleteAliasRequest struct {
	*aws.Request
	Input *DeleteAliasInput
	Copy  func(*DeleteAliasInput) DeleteAliasRequest
}

DeleteAliasRequest is the request type for the DeleteAlias API operation.

func (DeleteAliasRequest) Send

Send marshals and sends the DeleteAlias API request.

type DeleteAliasResponse added in v0.9.0

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

DeleteAliasResponse is the response type for the DeleteAlias API operation.

func (*DeleteAliasResponse) SDKResponseMetdata added in v0.9.0

func (r *DeleteAliasResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DeleteAlias request.

type DeleteBuildInput

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 action.

func (DeleteBuildInput) String

func (s DeleteBuildInput) String() string

String returns the string representation

func (*DeleteBuildInput) Validate

func (s *DeleteBuildInput) Validate() error

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

type DeleteBuildOutput

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

func (DeleteBuildOutput) String

func (s DeleteBuildOutput) String() string

String returns the string representation

type DeleteBuildRequest

type DeleteBuildRequest struct {
	*aws.Request
	Input *DeleteBuildInput
	Copy  func(*DeleteBuildInput) DeleteBuildRequest
}

DeleteBuildRequest is the request type for the DeleteBuild API operation.

func (DeleteBuildRequest) Send

Send marshals and sends the DeleteBuild API request.

type DeleteBuildResponse added in v0.9.0

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

DeleteBuildResponse is the response type for the DeleteBuild API operation.

func (*DeleteBuildResponse) SDKResponseMetdata added in v0.9.0

func (r *DeleteBuildResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DeleteBuild request.

type DeleteFleetInput

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 action.

func (DeleteFleetInput) String

func (s DeleteFleetInput) String() string

String returns the string representation

func (*DeleteFleetInput) Validate

func (s *DeleteFleetInput) Validate() error

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

type DeleteFleetOutput

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

func (DeleteFleetOutput) String

func (s DeleteFleetOutput) String() string

String returns the string representation

type DeleteFleetRequest

type DeleteFleetRequest struct {
	*aws.Request
	Input *DeleteFleetInput
	Copy  func(*DeleteFleetInput) DeleteFleetRequest
}

DeleteFleetRequest is the request type for the DeleteFleet API operation.

func (DeleteFleetRequest) Send

Send marshals and sends the DeleteFleet API request.

type DeleteFleetResponse added in v0.9.0

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

DeleteFleetResponse is the response type for the DeleteFleet API operation.

func (*DeleteFleetResponse) SDKResponseMetdata added in v0.9.0

func (r *DeleteFleetResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DeleteFleet request.

type DeleteGameServerGroupInput added in v0.21.0

type DeleteGameServerGroupInput struct {

	// The type of delete to perform. Options include:
	//
	//    * SAFE_DELETE – Terminates the game server group and EC2 Auto Scaling
	//    group only when it has no game servers that are in IN_USE 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 GameServerGroupDeleteOption `type:"string" enum:"true"`

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

func (DeleteGameServerGroupInput) String added in v0.21.0

String returns the string representation

func (*DeleteGameServerGroupInput) Validate added in v0.21.0

func (s *DeleteGameServerGroupInput) Validate() error

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

type DeleteGameServerGroupOutput added in v0.21.0

type DeleteGameServerGroupOutput struct {

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

func (DeleteGameServerGroupOutput) String added in v0.21.0

String returns the string representation

type DeleteGameServerGroupRequest added in v0.21.0

type DeleteGameServerGroupRequest struct {
	*aws.Request
	Input *DeleteGameServerGroupInput
	Copy  func(*DeleteGameServerGroupInput) DeleteGameServerGroupRequest
}

DeleteGameServerGroupRequest is the request type for the DeleteGameServerGroup API operation.

func (DeleteGameServerGroupRequest) Send added in v0.21.0

Send marshals and sends the DeleteGameServerGroup API request.

type DeleteGameServerGroupResponse added in v0.21.0

type DeleteGameServerGroupResponse struct {
	*DeleteGameServerGroupOutput
	// contains filtered or unexported fields
}

DeleteGameServerGroupResponse is the response type for the DeleteGameServerGroup API operation.

func (*DeleteGameServerGroupResponse) SDKResponseMetdata added in v0.21.0

func (r *DeleteGameServerGroupResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DeleteGameServerGroup request.

type DeleteGameSessionQueueInput

type DeleteGameSessionQueueInput struct {

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

Represents the input for a request action.

func (DeleteGameSessionQueueInput) String

String returns the string representation

func (*DeleteGameSessionQueueInput) Validate

func (s *DeleteGameSessionQueueInput) Validate() error

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

type DeleteGameSessionQueueOutput

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

func (DeleteGameSessionQueueOutput) String

String returns the string representation

type DeleteGameSessionQueueRequest

type DeleteGameSessionQueueRequest struct {
	*aws.Request
	Input *DeleteGameSessionQueueInput
	Copy  func(*DeleteGameSessionQueueInput) DeleteGameSessionQueueRequest
}

DeleteGameSessionQueueRequest is the request type for the DeleteGameSessionQueue API operation.

func (DeleteGameSessionQueueRequest) Send

Send marshals and sends the DeleteGameSessionQueue API request.

type DeleteGameSessionQueueResponse added in v0.9.0

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

DeleteGameSessionQueueResponse is the response type for the DeleteGameSessionQueue API operation.

func (*DeleteGameSessionQueueResponse) SDKResponseMetdata added in v0.9.0

func (r *DeleteGameSessionQueueResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DeleteGameSessionQueue request.

type DeleteMatchmakingConfigurationInput

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 action.

func (DeleteMatchmakingConfigurationInput) String

String returns the string representation

func (*DeleteMatchmakingConfigurationInput) Validate

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

type DeleteMatchmakingConfigurationOutput

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

func (DeleteMatchmakingConfigurationOutput) String

String returns the string representation

type DeleteMatchmakingConfigurationRequest

type DeleteMatchmakingConfigurationRequest struct {
	*aws.Request
	Input *DeleteMatchmakingConfigurationInput
	Copy  func(*DeleteMatchmakingConfigurationInput) DeleteMatchmakingConfigurationRequest
}

DeleteMatchmakingConfigurationRequest is the request type for the DeleteMatchmakingConfiguration API operation.

func (DeleteMatchmakingConfigurationRequest) Send

Send marshals and sends the DeleteMatchmakingConfiguration API request.

type DeleteMatchmakingConfigurationResponse added in v0.9.0

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

DeleteMatchmakingConfigurationResponse is the response type for the DeleteMatchmakingConfiguration API operation.

func (*DeleteMatchmakingConfigurationResponse) SDKResponseMetdata added in v0.9.0

func (r *DeleteMatchmakingConfigurationResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DeleteMatchmakingConfiguration request.

type DeleteMatchmakingRuleSetInput added in v0.8.0

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 action.

func (DeleteMatchmakingRuleSetInput) String added in v0.8.0

String returns the string representation

func (*DeleteMatchmakingRuleSetInput) Validate added in v0.8.0

func (s *DeleteMatchmakingRuleSetInput) Validate() error

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

type DeleteMatchmakingRuleSetOutput added in v0.8.0

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

Represents the returned data in response to a request action.

func (DeleteMatchmakingRuleSetOutput) String added in v0.8.0

String returns the string representation

type DeleteMatchmakingRuleSetRequest added in v0.8.0

type DeleteMatchmakingRuleSetRequest struct {
	*aws.Request
	Input *DeleteMatchmakingRuleSetInput
	Copy  func(*DeleteMatchmakingRuleSetInput) DeleteMatchmakingRuleSetRequest
}

DeleteMatchmakingRuleSetRequest is the request type for the DeleteMatchmakingRuleSet API operation.

func (DeleteMatchmakingRuleSetRequest) Send added in v0.8.0

Send marshals and sends the DeleteMatchmakingRuleSet API request.

type DeleteMatchmakingRuleSetResponse added in v0.9.0

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

DeleteMatchmakingRuleSetResponse is the response type for the DeleteMatchmakingRuleSet API operation.

func (*DeleteMatchmakingRuleSetResponse) SDKResponseMetdata added in v0.9.0

func (r *DeleteMatchmakingRuleSetResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DeleteMatchmakingRuleSet request.

type DeleteScalingPolicyInput

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 action.

func (DeleteScalingPolicyInput) String

func (s DeleteScalingPolicyInput) String() string

String returns the string representation

func (*DeleteScalingPolicyInput) Validate

func (s *DeleteScalingPolicyInput) Validate() error

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

type DeleteScalingPolicyOutput

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

func (DeleteScalingPolicyOutput) String

func (s DeleteScalingPolicyOutput) String() string

String returns the string representation

type DeleteScalingPolicyRequest

type DeleteScalingPolicyRequest struct {
	*aws.Request
	Input *DeleteScalingPolicyInput
	Copy  func(*DeleteScalingPolicyInput) DeleteScalingPolicyRequest
}

DeleteScalingPolicyRequest is the request type for the DeleteScalingPolicy API operation.

func (DeleteScalingPolicyRequest) Send

Send marshals and sends the DeleteScalingPolicy API request.

type DeleteScalingPolicyResponse added in v0.9.0

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

DeleteScalingPolicyResponse is the response type for the DeleteScalingPolicy API operation.

func (*DeleteScalingPolicyResponse) SDKResponseMetdata added in v0.9.0

func (r *DeleteScalingPolicyResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DeleteScalingPolicy request.

type DeleteScriptInput added in v0.8.0

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 (DeleteScriptInput) String added in v0.8.0

func (s DeleteScriptInput) String() string

String returns the string representation

func (*DeleteScriptInput) Validate added in v0.8.0

func (s *DeleteScriptInput) Validate() error

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

type DeleteScriptOutput added in v0.8.0

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

func (DeleteScriptOutput) String added in v0.8.0

func (s DeleteScriptOutput) String() string

String returns the string representation

type DeleteScriptRequest added in v0.8.0

type DeleteScriptRequest struct {
	*aws.Request
	Input *DeleteScriptInput
	Copy  func(*DeleteScriptInput) DeleteScriptRequest
}

DeleteScriptRequest is the request type for the DeleteScript API operation.

func (DeleteScriptRequest) Send added in v0.8.0

Send marshals and sends the DeleteScript API request.

type DeleteScriptResponse added in v0.9.0

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

DeleteScriptResponse is the response type for the DeleteScript API operation.

func (*DeleteScriptResponse) SDKResponseMetdata added in v0.9.0

func (r *DeleteScriptResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DeleteScript request.

type DeleteVpcPeeringAuthorizationInput

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 action.

func (DeleteVpcPeeringAuthorizationInput) String

String returns the string representation

func (*DeleteVpcPeeringAuthorizationInput) Validate

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

type DeleteVpcPeeringAuthorizationOutput

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

func (DeleteVpcPeeringAuthorizationOutput) String

String returns the string representation

type DeleteVpcPeeringAuthorizationRequest

type DeleteVpcPeeringAuthorizationRequest struct {
	*aws.Request
	Input *DeleteVpcPeeringAuthorizationInput
	Copy  func(*DeleteVpcPeeringAuthorizationInput) DeleteVpcPeeringAuthorizationRequest
}

DeleteVpcPeeringAuthorizationRequest is the request type for the DeleteVpcPeeringAuthorization API operation.

func (DeleteVpcPeeringAuthorizationRequest) Send

Send marshals and sends the DeleteVpcPeeringAuthorization API request.

type DeleteVpcPeeringAuthorizationResponse added in v0.9.0

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

DeleteVpcPeeringAuthorizationResponse is the response type for the DeleteVpcPeeringAuthorization API operation.

func (*DeleteVpcPeeringAuthorizationResponse) SDKResponseMetdata added in v0.9.0

func (r *DeleteVpcPeeringAuthorizationResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DeleteVpcPeeringAuthorization request.

type DeleteVpcPeeringConnectionInput

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 action.

func (DeleteVpcPeeringConnectionInput) String

String returns the string representation

func (*DeleteVpcPeeringConnectionInput) Validate

func (s *DeleteVpcPeeringConnectionInput) Validate() error

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

type DeleteVpcPeeringConnectionOutput

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

func (DeleteVpcPeeringConnectionOutput) String

String returns the string representation

type DeleteVpcPeeringConnectionRequest

type DeleteVpcPeeringConnectionRequest struct {
	*aws.Request
	Input *DeleteVpcPeeringConnectionInput
	Copy  func(*DeleteVpcPeeringConnectionInput) DeleteVpcPeeringConnectionRequest
}

DeleteVpcPeeringConnectionRequest is the request type for the DeleteVpcPeeringConnection API operation.

func (DeleteVpcPeeringConnectionRequest) Send

Send marshals and sends the DeleteVpcPeeringConnection API request.

type DeleteVpcPeeringConnectionResponse added in v0.9.0

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

DeleteVpcPeeringConnectionResponse is the response type for the DeleteVpcPeeringConnection API operation.

func (*DeleteVpcPeeringConnectionResponse) SDKResponseMetdata added in v0.9.0

func (r *DeleteVpcPeeringConnectionResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DeleteVpcPeeringConnection request.

type DeregisterGameServerInput added in v0.21.0

type DeregisterGameServerInput struct {

	// An identifier for the game server group where the game server to be de-registered
	// is running. Use either the GameServerGroup name or ARN value.
	//
	// GameServerGroupName is a required field
	GameServerGroupName *string `min:"1" type:"string" required:"true"`

	// The identifier for the game server to be de-registered.
	//
	// GameServerId is a required field
	GameServerId *string `min:"3" type:"string" required:"true"`
	// contains filtered or unexported fields
}

func (DeregisterGameServerInput) String added in v0.21.0

func (s DeregisterGameServerInput) String() string

String returns the string representation

func (*DeregisterGameServerInput) Validate added in v0.21.0

func (s *DeregisterGameServerInput) Validate() error

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

type DeregisterGameServerOutput added in v0.21.0

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

func (DeregisterGameServerOutput) String added in v0.21.0

String returns the string representation

type DeregisterGameServerRequest added in v0.21.0

type DeregisterGameServerRequest struct {
	*aws.Request
	Input *DeregisterGameServerInput
	Copy  func(*DeregisterGameServerInput) DeregisterGameServerRequest
}

DeregisterGameServerRequest is the request type for the DeregisterGameServer API operation.

func (DeregisterGameServerRequest) Send added in v0.21.0

Send marshals and sends the DeregisterGameServer API request.

type DeregisterGameServerResponse added in v0.21.0

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

DeregisterGameServerResponse is the response type for the DeregisterGameServer API operation.

func (*DeregisterGameServerResponse) SDKResponseMetdata added in v0.21.0

func (r *DeregisterGameServerResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DeregisterGameServer request.

type DescribeAliasInput

type DescribeAliasInput struct {

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

Represents the input for a request action.

func (DescribeAliasInput) String

func (s DescribeAliasInput) String() string

String returns the string representation

func (*DescribeAliasInput) Validate

func (s *DescribeAliasInput) Validate() error

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

type DescribeAliasOutput

type DescribeAliasOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeAliasOutput) String

func (s DescribeAliasOutput) String() string

String returns the string representation

type DescribeAliasRequest

type DescribeAliasRequest struct {
	*aws.Request
	Input *DescribeAliasInput
	Copy  func(*DescribeAliasInput) DescribeAliasRequest
}

DescribeAliasRequest is the request type for the DescribeAlias API operation.

func (DescribeAliasRequest) Send

Send marshals and sends the DescribeAlias API request.

type DescribeAliasResponse added in v0.9.0

type DescribeAliasResponse struct {
	*DescribeAliasOutput
	// contains filtered or unexported fields
}

DescribeAliasResponse is the response type for the DescribeAlias API operation.

func (*DescribeAliasResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeAliasResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeAlias request.

type DescribeBuildInput

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 action.

func (DescribeBuildInput) String

func (s DescribeBuildInput) String() string

String returns the string representation

func (*DescribeBuildInput) Validate

func (s *DescribeBuildInput) Validate() error

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

type DescribeBuildOutput

type DescribeBuildOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeBuildOutput) String

func (s DescribeBuildOutput) String() string

String returns the string representation

type DescribeBuildRequest

type DescribeBuildRequest struct {
	*aws.Request
	Input *DescribeBuildInput
	Copy  func(*DescribeBuildInput) DescribeBuildRequest
}

DescribeBuildRequest is the request type for the DescribeBuild API operation.

func (DescribeBuildRequest) Send

Send marshals and sends the DescribeBuild API request.

type DescribeBuildResponse added in v0.9.0

type DescribeBuildResponse struct {
	*DescribeBuildOutput
	// contains filtered or unexported fields
}

DescribeBuildResponse is the response type for the DescribeBuild API operation.

func (*DescribeBuildResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeBuildResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeBuild request.

type DescribeEC2InstanceLimitsInput

type DescribeEC2InstanceLimitsInput struct {

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

Represents the input for a request action.

func (DescribeEC2InstanceLimitsInput) String

String returns the string representation

type DescribeEC2InstanceLimitsOutput

type DescribeEC2InstanceLimitsOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeEC2InstanceLimitsOutput) String

String returns the string representation

type DescribeEC2InstanceLimitsRequest

type DescribeEC2InstanceLimitsRequest struct {
	*aws.Request
	Input *DescribeEC2InstanceLimitsInput
	Copy  func(*DescribeEC2InstanceLimitsInput) DescribeEC2InstanceLimitsRequest
}

DescribeEC2InstanceLimitsRequest is the request type for the DescribeEC2InstanceLimits API operation.

func (DescribeEC2InstanceLimitsRequest) Send

Send marshals and sends the DescribeEC2InstanceLimits API request.

type DescribeEC2InstanceLimitsResponse added in v0.9.0

type DescribeEC2InstanceLimitsResponse struct {
	*DescribeEC2InstanceLimitsOutput
	// contains filtered or unexported fields
}

DescribeEC2InstanceLimitsResponse is the response type for the DescribeEC2InstanceLimits API operation.

func (*DescribeEC2InstanceLimitsResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeEC2InstanceLimitsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeEC2InstanceLimits request.

type DescribeFleetAttributesInput

type DescribeFleetAttributesInput struct {

	// A list of unique fleet identifiers to retrieve attributes for. You can use
	// either the fleet ID or ARN value. To retrieve attributes for all current
	// fleets, do not include this parameter. 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 action. To start
	// at the beginning of the result set, do not specify a value. This parameter
	// is ignored when the request specifies one or a list of fleet IDs.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeFleetAttributesInput) String

String returns the string representation

func (*DescribeFleetAttributesInput) Validate

func (s *DescribeFleetAttributesInput) Validate() error

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

type DescribeFleetAttributesOutput

type DescribeFleetAttributesOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeFleetAttributesOutput) String

String returns the string representation

type DescribeFleetAttributesRequest

type DescribeFleetAttributesRequest struct {
	*aws.Request
	Input *DescribeFleetAttributesInput
	Copy  func(*DescribeFleetAttributesInput) DescribeFleetAttributesRequest
}

DescribeFleetAttributesRequest is the request type for the DescribeFleetAttributes API operation.

func (DescribeFleetAttributesRequest) Send

Send marshals and sends the DescribeFleetAttributes API request.

type DescribeFleetAttributesResponse added in v0.9.0

type DescribeFleetAttributesResponse struct {
	*DescribeFleetAttributesOutput
	// contains filtered or unexported fields
}

DescribeFleetAttributesResponse is the response type for the DescribeFleetAttributes API operation.

func (*DescribeFleetAttributesResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeFleetAttributesResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeFleetAttributes request.

type DescribeFleetCapacityInput

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 action. To start
	// at the beginning of the result set, do not specify a value. This parameter
	// is ignored when the request specifies one or a list of fleet IDs.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeFleetCapacityInput) String

String returns the string representation

func (*DescribeFleetCapacityInput) Validate

func (s *DescribeFleetCapacityInput) Validate() error

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

type DescribeFleetCapacityOutput

type DescribeFleetCapacityOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeFleetCapacityOutput) String

String returns the string representation

type DescribeFleetCapacityRequest

type DescribeFleetCapacityRequest struct {
	*aws.Request
	Input *DescribeFleetCapacityInput
	Copy  func(*DescribeFleetCapacityInput) DescribeFleetCapacityRequest
}

DescribeFleetCapacityRequest is the request type for the DescribeFleetCapacity API operation.

func (DescribeFleetCapacityRequest) Send

Send marshals and sends the DescribeFleetCapacity API request.

type DescribeFleetCapacityResponse added in v0.9.0

type DescribeFleetCapacityResponse struct {
	*DescribeFleetCapacityOutput
	// contains filtered or unexported fields
}

DescribeFleetCapacityResponse is the response type for the DescribeFleetCapacity API operation.

func (*DescribeFleetCapacityResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeFleetCapacityResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeFleetCapacity request.

type DescribeFleetEventsInput

type DescribeFleetEventsInput struct {

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

	// 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 action. To start
	// at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

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

Represents the input for a request action.

func (DescribeFleetEventsInput) String

func (s DescribeFleetEventsInput) String() string

String returns the string representation

func (*DescribeFleetEventsInput) Validate

func (s *DescribeFleetEventsInput) Validate() error

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

type DescribeFleetEventsOutput

type DescribeFleetEventsOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeFleetEventsOutput) String

func (s DescribeFleetEventsOutput) String() string

String returns the string representation

type DescribeFleetEventsRequest

type DescribeFleetEventsRequest struct {
	*aws.Request
	Input *DescribeFleetEventsInput
	Copy  func(*DescribeFleetEventsInput) DescribeFleetEventsRequest
}

DescribeFleetEventsRequest is the request type for the DescribeFleetEvents API operation.

func (DescribeFleetEventsRequest) Send

Send marshals and sends the DescribeFleetEvents API request.

type DescribeFleetEventsResponse added in v0.9.0

type DescribeFleetEventsResponse struct {
	*DescribeFleetEventsOutput
	// contains filtered or unexported fields
}

DescribeFleetEventsResponse is the response type for the DescribeFleetEvents API operation.

func (*DescribeFleetEventsResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeFleetEventsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeFleetEvents request.

type DescribeFleetPortSettingsInput

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 action.

func (DescribeFleetPortSettingsInput) String

String returns the string representation

func (*DescribeFleetPortSettingsInput) Validate

func (s *DescribeFleetPortSettingsInput) Validate() error

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

type DescribeFleetPortSettingsOutput

type DescribeFleetPortSettingsOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeFleetPortSettingsOutput) String

String returns the string representation

type DescribeFleetPortSettingsRequest

type DescribeFleetPortSettingsRequest struct {
	*aws.Request
	Input *DescribeFleetPortSettingsInput
	Copy  func(*DescribeFleetPortSettingsInput) DescribeFleetPortSettingsRequest
}

DescribeFleetPortSettingsRequest is the request type for the DescribeFleetPortSettings API operation.

func (DescribeFleetPortSettingsRequest) Send

Send marshals and sends the DescribeFleetPortSettings API request.

type DescribeFleetPortSettingsResponse added in v0.9.0

type DescribeFleetPortSettingsResponse struct {
	*DescribeFleetPortSettingsOutput
	// contains filtered or unexported fields
}

DescribeFleetPortSettingsResponse is the response type for the DescribeFleetPortSettings API operation.

func (*DescribeFleetPortSettingsResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeFleetPortSettingsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeFleetPortSettings request.

type DescribeFleetUtilizationInput

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 action. To start
	// at the beginning of the result set, do not specify a value. This parameter
	// is ignored when the request specifies one or a list of fleet IDs.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeFleetUtilizationInput) String

String returns the string representation

func (*DescribeFleetUtilizationInput) Validate

func (s *DescribeFleetUtilizationInput) Validate() error

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

type DescribeFleetUtilizationOutput

type DescribeFleetUtilizationOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeFleetUtilizationOutput) String

String returns the string representation

type DescribeFleetUtilizationRequest

type DescribeFleetUtilizationRequest struct {
	*aws.Request
	Input *DescribeFleetUtilizationInput
	Copy  func(*DescribeFleetUtilizationInput) DescribeFleetUtilizationRequest
}

DescribeFleetUtilizationRequest is the request type for the DescribeFleetUtilization API operation.

func (DescribeFleetUtilizationRequest) Send

Send marshals and sends the DescribeFleetUtilization API request.

type DescribeFleetUtilizationResponse added in v0.9.0

type DescribeFleetUtilizationResponse struct {
	*DescribeFleetUtilizationOutput
	// contains filtered or unexported fields
}

DescribeFleetUtilizationResponse is the response type for the DescribeFleetUtilization API operation.

func (*DescribeFleetUtilizationResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeFleetUtilizationResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeFleetUtilization request.

type DescribeGameServerGroupInput added in v0.21.0

type DescribeGameServerGroupInput struct {

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

func (DescribeGameServerGroupInput) String added in v0.21.0

String returns the string representation

func (*DescribeGameServerGroupInput) Validate added in v0.21.0

func (s *DescribeGameServerGroupInput) Validate() error

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

type DescribeGameServerGroupOutput added in v0.21.0

type DescribeGameServerGroupOutput struct {

	// An object that describes the requested game server group resource.
	GameServerGroup *GameServerGroup `type:"structure"`
	// contains filtered or unexported fields
}

func (DescribeGameServerGroupOutput) String added in v0.21.0

String returns the string representation

type DescribeGameServerGroupRequest added in v0.21.0

type DescribeGameServerGroupRequest struct {
	*aws.Request
	Input *DescribeGameServerGroupInput
	Copy  func(*DescribeGameServerGroupInput) DescribeGameServerGroupRequest
}

DescribeGameServerGroupRequest is the request type for the DescribeGameServerGroup API operation.

func (DescribeGameServerGroupRequest) Send added in v0.21.0

Send marshals and sends the DescribeGameServerGroup API request.

type DescribeGameServerGroupResponse added in v0.21.0

type DescribeGameServerGroupResponse struct {
	*DescribeGameServerGroupOutput
	// contains filtered or unexported fields
}

DescribeGameServerGroupResponse is the response type for the DescribeGameServerGroup API operation.

func (*DescribeGameServerGroupResponse) SDKResponseMetdata added in v0.21.0

func (r *DescribeGameServerGroupResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeGameServerGroup request.

type DescribeGameServerInput added in v0.21.0

type DescribeGameServerInput struct {

	// An 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"`

	// The identifier for the game server to be retrieved.
	//
	// GameServerId is a required field
	GameServerId *string `min:"3" type:"string" required:"true"`
	// contains filtered or unexported fields
}

func (DescribeGameServerInput) String added in v0.21.0

func (s DescribeGameServerInput) String() string

String returns the string representation

func (*DescribeGameServerInput) Validate added in v0.21.0

func (s *DescribeGameServerInput) Validate() error

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

type DescribeGameServerOutput added in v0.21.0

type DescribeGameServerOutput struct {

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

func (DescribeGameServerOutput) String added in v0.21.0

func (s DescribeGameServerOutput) String() string

String returns the string representation

type DescribeGameServerRequest added in v0.21.0

type DescribeGameServerRequest struct {
	*aws.Request
	Input *DescribeGameServerInput
	Copy  func(*DescribeGameServerInput) DescribeGameServerRequest
}

DescribeGameServerRequest is the request type for the DescribeGameServer API operation.

func (DescribeGameServerRequest) Send added in v0.21.0

Send marshals and sends the DescribeGameServer API request.

type DescribeGameServerResponse added in v0.21.0

type DescribeGameServerResponse struct {
	*DescribeGameServerOutput
	// contains filtered or unexported fields
}

DescribeGameServerResponse is the response type for the DescribeGameServer API operation.

func (*DescribeGameServerResponse) SDKResponseMetdata added in v0.21.0

func (r *DescribeGameServerResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeGameServer request.

type DescribeGameSessionDetailsInput

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 action. To start
	// at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

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

Represents the input for a request action.

func (DescribeGameSessionDetailsInput) String

String returns the string representation

func (*DescribeGameSessionDetailsInput) Validate

func (s *DescribeGameSessionDetailsInput) Validate() error

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

type DescribeGameSessionDetailsOutput

type DescribeGameSessionDetailsOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeGameSessionDetailsOutput) String

String returns the string representation

type DescribeGameSessionDetailsRequest

type DescribeGameSessionDetailsRequest struct {
	*aws.Request
	Input *DescribeGameSessionDetailsInput
	Copy  func(*DescribeGameSessionDetailsInput) DescribeGameSessionDetailsRequest
}

DescribeGameSessionDetailsRequest is the request type for the DescribeGameSessionDetails API operation.

func (DescribeGameSessionDetailsRequest) Send

Send marshals and sends the DescribeGameSessionDetails API request.

type DescribeGameSessionDetailsResponse added in v0.9.0

type DescribeGameSessionDetailsResponse struct {
	*DescribeGameSessionDetailsOutput
	// contains filtered or unexported fields
}

DescribeGameSessionDetailsResponse is the response type for the DescribeGameSessionDetails API operation.

func (*DescribeGameSessionDetailsResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeGameSessionDetailsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeGameSessionDetails request.

type DescribeGameSessionPlacementInput

type DescribeGameSessionPlacementInput struct {

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

Represents the input for a request action.

func (DescribeGameSessionPlacementInput) String

String returns the string representation

func (*DescribeGameSessionPlacementInput) Validate

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

type DescribeGameSessionPlacementOutput

type DescribeGameSessionPlacementOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeGameSessionPlacementOutput) String

String returns the string representation

type DescribeGameSessionPlacementRequest

type DescribeGameSessionPlacementRequest struct {
	*aws.Request
	Input *DescribeGameSessionPlacementInput
	Copy  func(*DescribeGameSessionPlacementInput) DescribeGameSessionPlacementRequest
}

DescribeGameSessionPlacementRequest is the request type for the DescribeGameSessionPlacement API operation.

func (DescribeGameSessionPlacementRequest) Send

Send marshals and sends the DescribeGameSessionPlacement API request.

type DescribeGameSessionPlacementResponse added in v0.9.0

type DescribeGameSessionPlacementResponse struct {
	*DescribeGameSessionPlacementOutput
	// contains filtered or unexported fields
}

DescribeGameSessionPlacementResponse is the response type for the DescribeGameSessionPlacement API operation.

func (*DescribeGameSessionPlacementResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeGameSessionPlacementResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeGameSessionPlacement request.

type DescribeGameSessionQueuesInput

type DescribeGameSessionQueuesInput struct {

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages.
	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 action. To start
	// at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeGameSessionQueuesInput) String

String returns the string representation

func (*DescribeGameSessionQueuesInput) Validate

func (s *DescribeGameSessionQueuesInput) Validate() error

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

type DescribeGameSessionQueuesOutput

type DescribeGameSessionQueuesOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeGameSessionQueuesOutput) String

String returns the string representation

type DescribeGameSessionQueuesRequest

type DescribeGameSessionQueuesRequest struct {
	*aws.Request
	Input *DescribeGameSessionQueuesInput
	Copy  func(*DescribeGameSessionQueuesInput) DescribeGameSessionQueuesRequest
}

DescribeGameSessionQueuesRequest is the request type for the DescribeGameSessionQueues API operation.

func (DescribeGameSessionQueuesRequest) Send

Send marshals and sends the DescribeGameSessionQueues API request.

type DescribeGameSessionQueuesResponse added in v0.9.0

type DescribeGameSessionQueuesResponse struct {
	*DescribeGameSessionQueuesOutput
	// contains filtered or unexported fields
}

DescribeGameSessionQueuesResponse is the response type for the DescribeGameSessionQueues API operation.

func (*DescribeGameSessionQueuesResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeGameSessionQueuesResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeGameSessionQueues request.

type DescribeGameSessionsInput

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 action. To start
	// at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

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

Represents the input for a request action.

func (DescribeGameSessionsInput) String

func (s DescribeGameSessionsInput) String() string

String returns the string representation

func (*DescribeGameSessionsInput) Validate

func (s *DescribeGameSessionsInput) Validate() error

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

type DescribeGameSessionsOutput

type DescribeGameSessionsOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeGameSessionsOutput) String

String returns the string representation

type DescribeGameSessionsRequest

type DescribeGameSessionsRequest struct {
	*aws.Request
	Input *DescribeGameSessionsInput
	Copy  func(*DescribeGameSessionsInput) DescribeGameSessionsRequest
}

DescribeGameSessionsRequest is the request type for the DescribeGameSessions API operation.

func (DescribeGameSessionsRequest) Send

Send marshals and sends the DescribeGameSessions API request.

type DescribeGameSessionsResponse added in v0.9.0

type DescribeGameSessionsResponse struct {
	*DescribeGameSessionsOutput
	// contains filtered or unexported fields
}

DescribeGameSessionsResponse is the response type for the DescribeGameSessions API operation.

func (*DescribeGameSessionsResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeGameSessionsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeGameSessions request.

type DescribeInstancesInput

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 action. To start
	// at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeInstancesInput) String

func (s DescribeInstancesInput) String() string

String returns the string representation

func (*DescribeInstancesInput) Validate

func (s *DescribeInstancesInput) Validate() error

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

type DescribeInstancesOutput

type DescribeInstancesOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeInstancesOutput) String

func (s DescribeInstancesOutput) String() string

String returns the string representation

type DescribeInstancesRequest

type DescribeInstancesRequest struct {
	*aws.Request
	Input *DescribeInstancesInput
	Copy  func(*DescribeInstancesInput) DescribeInstancesRequest
}

DescribeInstancesRequest is the request type for the DescribeInstances API operation.

func (DescribeInstancesRequest) Send

Send marshals and sends the DescribeInstances API request.

type DescribeInstancesResponse added in v0.9.0

type DescribeInstancesResponse struct {
	*DescribeInstancesOutput
	// contains filtered or unexported fields
}

DescribeInstancesResponse is the response type for the DescribeInstances API operation.

func (*DescribeInstancesResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeInstancesResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeInstances request.

type DescribeMatchmakingConfigurationsInput

type DescribeMatchmakingConfigurationsInput struct {

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

	// A unique identifier for 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 action. 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 action.

func (DescribeMatchmakingConfigurationsInput) String

String returns the string representation

func (*DescribeMatchmakingConfigurationsInput) Validate

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

type DescribeMatchmakingConfigurationsOutput

type DescribeMatchmakingConfigurationsOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeMatchmakingConfigurationsOutput) String

String returns the string representation

type DescribeMatchmakingConfigurationsRequest

DescribeMatchmakingConfigurationsRequest is the request type for the DescribeMatchmakingConfigurations API operation.

func (DescribeMatchmakingConfigurationsRequest) Send

Send marshals and sends the DescribeMatchmakingConfigurations API request.

type DescribeMatchmakingConfigurationsResponse added in v0.9.0

type DescribeMatchmakingConfigurationsResponse struct {
	*DescribeMatchmakingConfigurationsOutput
	// contains filtered or unexported fields
}

DescribeMatchmakingConfigurationsResponse is the response type for the DescribeMatchmakingConfigurations API operation.

func (*DescribeMatchmakingConfigurationsResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeMatchmakingConfigurationsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeMatchmakingConfigurations request.

type DescribeMatchmakingInput

type DescribeMatchmakingInput struct {

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

Represents the input for a request action.

func (DescribeMatchmakingInput) String

func (s DescribeMatchmakingInput) String() string

String returns the string representation

func (*DescribeMatchmakingInput) Validate

func (s *DescribeMatchmakingInput) Validate() error

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

type DescribeMatchmakingOutput

type DescribeMatchmakingOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeMatchmakingOutput) String

func (s DescribeMatchmakingOutput) String() string

String returns the string representation

type DescribeMatchmakingRequest

type DescribeMatchmakingRequest struct {
	*aws.Request
	Input *DescribeMatchmakingInput
	Copy  func(*DescribeMatchmakingInput) DescribeMatchmakingRequest
}

DescribeMatchmakingRequest is the request type for the DescribeMatchmaking API operation.

func (DescribeMatchmakingRequest) Send

Send marshals and sends the DescribeMatchmaking API request.

type DescribeMatchmakingResponse added in v0.9.0

type DescribeMatchmakingResponse struct {
	*DescribeMatchmakingOutput
	// contains filtered or unexported fields
}

DescribeMatchmakingResponse is the response type for the DescribeMatchmaking API operation.

func (*DescribeMatchmakingResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeMatchmakingResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeMatchmaking request.

type DescribeMatchmakingRuleSetsInput

type DescribeMatchmakingRuleSetsInput struct {

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

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

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

Represents the input for a request action.

func (DescribeMatchmakingRuleSetsInput) String

String returns the string representation

func (*DescribeMatchmakingRuleSetsInput) Validate

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

type DescribeMatchmakingRuleSetsOutput

type DescribeMatchmakingRuleSetsOutput struct {

	// A token that indicates where to resume retrieving results on the next call
	// to this action. 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 action.

func (DescribeMatchmakingRuleSetsOutput) String

String returns the string representation

type DescribeMatchmakingRuleSetsRequest

type DescribeMatchmakingRuleSetsRequest struct {
	*aws.Request
	Input *DescribeMatchmakingRuleSetsInput
	Copy  func(*DescribeMatchmakingRuleSetsInput) DescribeMatchmakingRuleSetsRequest
}

DescribeMatchmakingRuleSetsRequest is the request type for the DescribeMatchmakingRuleSets API operation.

func (DescribeMatchmakingRuleSetsRequest) Send

Send marshals and sends the DescribeMatchmakingRuleSets API request.

type DescribeMatchmakingRuleSetsResponse added in v0.9.0

type DescribeMatchmakingRuleSetsResponse struct {
	*DescribeMatchmakingRuleSetsOutput
	// contains filtered or unexported fields
}

DescribeMatchmakingRuleSetsResponse is the response type for the DescribeMatchmakingRuleSets API operation.

func (*DescribeMatchmakingRuleSetsResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeMatchmakingRuleSetsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeMatchmakingRuleSets request.

type DescribePlayerSessionsInput

type DescribePlayerSessionsInput struct {

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

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

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

	// 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 action.

func (DescribePlayerSessionsInput) String

String returns the string representation

func (*DescribePlayerSessionsInput) Validate

func (s *DescribePlayerSessionsInput) Validate() error

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

type DescribePlayerSessionsOutput

type DescribePlayerSessionsOutput struct {

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

	// 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 action.

func (DescribePlayerSessionsOutput) String

String returns the string representation

type DescribePlayerSessionsRequest

type DescribePlayerSessionsRequest struct {
	*aws.Request
	Input *DescribePlayerSessionsInput
	Copy  func(*DescribePlayerSessionsInput) DescribePlayerSessionsRequest
}

DescribePlayerSessionsRequest is the request type for the DescribePlayerSessions API operation.

func (DescribePlayerSessionsRequest) Send

Send marshals and sends the DescribePlayerSessions API request.

type DescribePlayerSessionsResponse added in v0.9.0

type DescribePlayerSessionsResponse struct {
	*DescribePlayerSessionsOutput
	// contains filtered or unexported fields
}

DescribePlayerSessionsResponse is the response type for the DescribePlayerSessions API operation.

func (*DescribePlayerSessionsResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribePlayerSessionsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribePlayerSessions request.

type DescribeRuntimeConfigurationInput

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 action.

func (DescribeRuntimeConfigurationInput) String

String returns the string representation

func (*DescribeRuntimeConfigurationInput) Validate

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

type DescribeRuntimeConfigurationOutput

type DescribeRuntimeConfigurationOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeRuntimeConfigurationOutput) String

String returns the string representation

type DescribeRuntimeConfigurationRequest

type DescribeRuntimeConfigurationRequest struct {
	*aws.Request
	Input *DescribeRuntimeConfigurationInput
	Copy  func(*DescribeRuntimeConfigurationInput) DescribeRuntimeConfigurationRequest
}

DescribeRuntimeConfigurationRequest is the request type for the DescribeRuntimeConfiguration API operation.

func (DescribeRuntimeConfigurationRequest) Send

Send marshals and sends the DescribeRuntimeConfiguration API request.

type DescribeRuntimeConfigurationResponse added in v0.9.0

type DescribeRuntimeConfigurationResponse struct {
	*DescribeRuntimeConfigurationOutput
	// contains filtered or unexported fields
}

DescribeRuntimeConfigurationResponse is the response type for the DescribeRuntimeConfiguration API operation.

func (*DescribeRuntimeConfigurationResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeRuntimeConfigurationResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeRuntimeConfiguration request.

type DescribeScalingPoliciesInput

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 action. To start
	// at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

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

Represents the input for a request action.

func (DescribeScalingPoliciesInput) String

String returns the string representation

func (*DescribeScalingPoliciesInput) Validate

func (s *DescribeScalingPoliciesInput) Validate() error

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

type DescribeScalingPoliciesOutput

type DescribeScalingPoliciesOutput struct {

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

	// 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 action.

func (DescribeScalingPoliciesOutput) String

String returns the string representation

type DescribeScalingPoliciesRequest

type DescribeScalingPoliciesRequest struct {
	*aws.Request
	Input *DescribeScalingPoliciesInput
	Copy  func(*DescribeScalingPoliciesInput) DescribeScalingPoliciesRequest
}

DescribeScalingPoliciesRequest is the request type for the DescribeScalingPolicies API operation.

func (DescribeScalingPoliciesRequest) Send

Send marshals and sends the DescribeScalingPolicies API request.

type DescribeScalingPoliciesResponse added in v0.9.0

type DescribeScalingPoliciesResponse struct {
	*DescribeScalingPoliciesOutput
	// contains filtered or unexported fields
}

DescribeScalingPoliciesResponse is the response type for the DescribeScalingPolicies API operation.

func (*DescribeScalingPoliciesResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeScalingPoliciesResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeScalingPolicies request.

type DescribeScriptInput added in v0.8.0

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 (DescribeScriptInput) String added in v0.8.0

func (s DescribeScriptInput) String() string

String returns the string representation

func (*DescribeScriptInput) Validate added in v0.8.0

func (s *DescribeScriptInput) Validate() error

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

type DescribeScriptOutput added in v0.8.0

type DescribeScriptOutput struct {

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

func (DescribeScriptOutput) String added in v0.8.0

func (s DescribeScriptOutput) String() string

String returns the string representation

type DescribeScriptRequest added in v0.8.0

type DescribeScriptRequest struct {
	*aws.Request
	Input *DescribeScriptInput
	Copy  func(*DescribeScriptInput) DescribeScriptRequest
}

DescribeScriptRequest is the request type for the DescribeScript API operation.

func (DescribeScriptRequest) Send added in v0.8.0

Send marshals and sends the DescribeScript API request.

type DescribeScriptResponse added in v0.9.0

type DescribeScriptResponse struct {
	*DescribeScriptOutput
	// contains filtered or unexported fields
}

DescribeScriptResponse is the response type for the DescribeScript API operation.

func (*DescribeScriptResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeScriptResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeScript request.

type DescribeVpcPeeringAuthorizationsInput

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

func (DescribeVpcPeeringAuthorizationsInput) String

String returns the string representation

type DescribeVpcPeeringAuthorizationsOutput

type DescribeVpcPeeringAuthorizationsOutput struct {

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

func (DescribeVpcPeeringAuthorizationsOutput) String

String returns the string representation

type DescribeVpcPeeringAuthorizationsRequest

type DescribeVpcPeeringAuthorizationsRequest struct {
	*aws.Request
	Input *DescribeVpcPeeringAuthorizationsInput
	Copy  func(*DescribeVpcPeeringAuthorizationsInput) DescribeVpcPeeringAuthorizationsRequest
}

DescribeVpcPeeringAuthorizationsRequest is the request type for the DescribeVpcPeeringAuthorizations API operation.

func (DescribeVpcPeeringAuthorizationsRequest) Send

Send marshals and sends the DescribeVpcPeeringAuthorizations API request.

type DescribeVpcPeeringAuthorizationsResponse added in v0.9.0

type DescribeVpcPeeringAuthorizationsResponse struct {
	*DescribeVpcPeeringAuthorizationsOutput
	// contains filtered or unexported fields
}

DescribeVpcPeeringAuthorizationsResponse is the response type for the DescribeVpcPeeringAuthorizations API operation.

func (*DescribeVpcPeeringAuthorizationsResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeVpcPeeringAuthorizationsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeVpcPeeringAuthorizations request.

type DescribeVpcPeeringConnectionsInput

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 action.

func (DescribeVpcPeeringConnectionsInput) String

String returns the string representation

type DescribeVpcPeeringConnectionsOutput

type DescribeVpcPeeringConnectionsOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeVpcPeeringConnectionsOutput) String

String returns the string representation

type DescribeVpcPeeringConnectionsRequest

type DescribeVpcPeeringConnectionsRequest struct {
	*aws.Request
	Input *DescribeVpcPeeringConnectionsInput
	Copy  func(*DescribeVpcPeeringConnectionsInput) DescribeVpcPeeringConnectionsRequest
}

DescribeVpcPeeringConnectionsRequest is the request type for the DescribeVpcPeeringConnections API operation.

func (DescribeVpcPeeringConnectionsRequest) Send

Send marshals and sends the DescribeVpcPeeringConnections API request.

type DescribeVpcPeeringConnectionsResponse added in v0.9.0

type DescribeVpcPeeringConnectionsResponse struct {
	*DescribeVpcPeeringConnectionsOutput
	// contains filtered or unexported fields
}

DescribeVpcPeeringConnectionsResponse is the response type for the DescribeVpcPeeringConnections API operation.

func (*DescribeVpcPeeringConnectionsResponse) SDKResponseMetdata added in v0.9.0

func (r *DescribeVpcPeeringConnectionsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the DescribeVpcPeeringConnections request.

type DesiredPlayerSession

type DesiredPlayerSession struct {

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

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

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

func (DesiredPlayerSession) String

func (s DesiredPlayerSession) String() string

String returns the string representation

func (*DesiredPlayerSession) Validate

func (s *DesiredPlayerSession) Validate() error

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

type EC2InstanceCounts

type EC2InstanceCounts struct {

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

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

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

	// 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 (EC2InstanceCounts) String

func (s EC2InstanceCounts) String() string

String returns the string representation

type EC2InstanceLimit

type EC2InstanceLimit struct {

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

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

	// 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 (EC2InstanceLimit) String

func (s EC2InstanceLimit) String() string

String returns the string representation

type EC2InstanceType

type EC2InstanceType string
const (
	EC2InstanceTypeT2Micro    EC2InstanceType = "t2.micro"
	EC2InstanceTypeT2Small    EC2InstanceType = "t2.small"
	EC2InstanceTypeT2Medium   EC2InstanceType = "t2.medium"
	EC2InstanceTypeT2Large    EC2InstanceType = "t2.large"
	EC2InstanceTypeC3Large    EC2InstanceType = "c3.large"
	EC2InstanceTypeC3Xlarge   EC2InstanceType = "c3.xlarge"
	EC2InstanceTypeC32xlarge  EC2InstanceType = "c3.2xlarge"
	EC2InstanceTypeC34xlarge  EC2InstanceType = "c3.4xlarge"
	EC2InstanceTypeC38xlarge  EC2InstanceType = "c3.8xlarge"
	EC2InstanceTypeC4Large    EC2InstanceType = "c4.large"
	EC2InstanceTypeC4Xlarge   EC2InstanceType = "c4.xlarge"
	EC2InstanceTypeC42xlarge  EC2InstanceType = "c4.2xlarge"
	EC2InstanceTypeC44xlarge  EC2InstanceType = "c4.4xlarge"
	EC2InstanceTypeC48xlarge  EC2InstanceType = "c4.8xlarge"
	EC2InstanceTypeC5Large    EC2InstanceType = "c5.large"
	EC2InstanceTypeC5Xlarge   EC2InstanceType = "c5.xlarge"
	EC2InstanceTypeC52xlarge  EC2InstanceType = "c5.2xlarge"
	EC2InstanceTypeC54xlarge  EC2InstanceType = "c5.4xlarge"
	EC2InstanceTypeC59xlarge  EC2InstanceType = "c5.9xlarge"
	EC2InstanceTypeC512xlarge EC2InstanceType = "c5.12xlarge"
	EC2InstanceTypeC518xlarge EC2InstanceType = "c5.18xlarge"
	EC2InstanceTypeC524xlarge EC2InstanceType = "c5.24xlarge"
	EC2InstanceTypeR3Large    EC2InstanceType = "r3.large"
	EC2InstanceTypeR3Xlarge   EC2InstanceType = "r3.xlarge"
	EC2InstanceTypeR32xlarge  EC2InstanceType = "r3.2xlarge"
	EC2InstanceTypeR34xlarge  EC2InstanceType = "r3.4xlarge"
	EC2InstanceTypeR38xlarge  EC2InstanceType = "r3.8xlarge"
	EC2InstanceTypeR4Large    EC2InstanceType = "r4.large"
	EC2InstanceTypeR4Xlarge   EC2InstanceType = "r4.xlarge"
	EC2InstanceTypeR42xlarge  EC2InstanceType = "r4.2xlarge"
	EC2InstanceTypeR44xlarge  EC2InstanceType = "r4.4xlarge"
	EC2InstanceTypeR48xlarge  EC2InstanceType = "r4.8xlarge"
	EC2InstanceTypeR416xlarge EC2InstanceType = "r4.16xlarge"
	EC2InstanceTypeR5Large    EC2InstanceType = "r5.large"
	EC2InstanceTypeR5Xlarge   EC2InstanceType = "r5.xlarge"
	EC2InstanceTypeR52xlarge  EC2InstanceType = "r5.2xlarge"
	EC2InstanceTypeR54xlarge  EC2InstanceType = "r5.4xlarge"
	EC2InstanceTypeR58xlarge  EC2InstanceType = "r5.8xlarge"
	EC2InstanceTypeR512xlarge EC2InstanceType = "r5.12xlarge"
	EC2InstanceTypeR516xlarge EC2InstanceType = "r5.16xlarge"
	EC2InstanceTypeR524xlarge EC2InstanceType = "r5.24xlarge"
	EC2InstanceTypeM3Medium   EC2InstanceType = "m3.medium"
	EC2InstanceTypeM3Large    EC2InstanceType = "m3.large"
	EC2InstanceTypeM3Xlarge   EC2InstanceType = "m3.xlarge"
	EC2InstanceTypeM32xlarge  EC2InstanceType = "m3.2xlarge"
	EC2InstanceTypeM4Large    EC2InstanceType = "m4.large"
	EC2InstanceTypeM4Xlarge   EC2InstanceType = "m4.xlarge"
	EC2InstanceTypeM42xlarge  EC2InstanceType = "m4.2xlarge"
	EC2InstanceTypeM44xlarge  EC2InstanceType = "m4.4xlarge"
	EC2InstanceTypeM410xlarge EC2InstanceType = "m4.10xlarge"
	EC2InstanceTypeM5Large    EC2InstanceType = "m5.large"
	EC2InstanceTypeM5Xlarge   EC2InstanceType = "m5.xlarge"
	EC2InstanceTypeM52xlarge  EC2InstanceType = "m5.2xlarge"
	EC2InstanceTypeM54xlarge  EC2InstanceType = "m5.4xlarge"
	EC2InstanceTypeM58xlarge  EC2InstanceType = "m5.8xlarge"
	EC2InstanceTypeM512xlarge EC2InstanceType = "m5.12xlarge"
	EC2InstanceTypeM516xlarge EC2InstanceType = "m5.16xlarge"
	EC2InstanceTypeM524xlarge EC2InstanceType = "m5.24xlarge"
)

Enum values for EC2InstanceType

func (EC2InstanceType) MarshalValue added in v0.3.0

func (enum EC2InstanceType) MarshalValue() (string, error)

func (EC2InstanceType) MarshalValueBuf added in v0.3.0

func (enum EC2InstanceType) MarshalValueBuf(b []byte) ([]byte, error)

type Event

type Event struct {

	// The type of event being logged.
	//
	// Fleet creation events (ordered by fleet creation activity):
	//
	//    * FLEET_CREATED -- A fleet resource was successfully created with a status
	//    of NEW. Event messaging includes the fleet ID.
	//
	//    * FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING.
	//    The compressed build has started downloading to a fleet instance for installation.
	//
	//    * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the
	//    fleet instance.
	//
	//    * FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully
	//    downloaded to an instance, and the build files are now being extracted
	//    from the uploaded build and saved to an instance. Failure at this stage
	//    prevents a fleet from moving to ACTIVE status. Logs for this stage display
	//    a list of the files that are extracted and saved on the instance. Access
	//    the logs by using the URL in PreSignedLogUrl.
	//
	//    * FLEET_CREATION_RUNNING_INSTALLER – The game server build files were
	//    successfully extracted, and the 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 EventCode `type:"string" enum:"true"`

	// 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 (Event) String

func (s Event) String() string

String returns the string representation

type EventCode

type EventCode string
const (
	EventCodeGenericEvent                               EventCode = "GENERIC_EVENT"
	EventCodeFleetCreated                               EventCode = "FLEET_CREATED"
	EventCodeFleetDeleted                               EventCode = "FLEET_DELETED"
	EventCodeFleetScalingEvent                          EventCode = "FLEET_SCALING_EVENT"
	EventCodeFleetStateDownloading                      EventCode = "FLEET_STATE_DOWNLOADING"
	EventCodeFleetStateValidating                       EventCode = "FLEET_STATE_VALIDATING"
	EventCodeFleetStateBuilding                         EventCode = "FLEET_STATE_BUILDING"
	EventCodeFleetStateActivating                       EventCode = "FLEET_STATE_ACTIVATING"
	EventCodeFleetStateActive                           EventCode = "FLEET_STATE_ACTIVE"
	EventCodeFleetStateError                            EventCode = "FLEET_STATE_ERROR"
	EventCodeFleetInitializationFailed                  EventCode = "FLEET_INITIALIZATION_FAILED"
	EventCodeFleetBinaryDownloadFailed                  EventCode = "FLEET_BINARY_DOWNLOAD_FAILED"
	EventCodeFleetValidationLaunchPathNotFound          EventCode = "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND"
	EventCodeFleetValidationExecutableRuntimeFailure    EventCode = "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE"
	EventCodeFleetValidationTimedOut                    EventCode = "FLEET_VALIDATION_TIMED_OUT"
	EventCodeFleetActivationFailed                      EventCode = "FLEET_ACTIVATION_FAILED"
	EventCodeFleetActivationFailedNoInstances           EventCode = "FLEET_ACTIVATION_FAILED_NO_INSTANCES"
	EventCodeFleetNewGameSessionProtectionPolicyUpdated EventCode = "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED"
	EventCodeServerProcessInvalidPath                   EventCode = "SERVER_PROCESS_INVALID_PATH"
	EventCodeServerProcessSdkInitializationTimeout      EventCode = "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT"
	EventCodeServerProcessProcessReadyTimeout           EventCode = "SERVER_PROCESS_PROCESS_READY_TIMEOUT"
	EventCodeServerProcessCrashed                       EventCode = "SERVER_PROCESS_CRASHED"
	EventCodeServerProcessTerminatedUnhealthy           EventCode = "SERVER_PROCESS_TERMINATED_UNHEALTHY"
	EventCodeServerProcessForceTerminated               EventCode = "SERVER_PROCESS_FORCE_TERMINATED"
	EventCodeServerProcessProcessExitTimeout            EventCode = "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT"
	EventCodeGameSessionActivationTimeout               EventCode = "GAME_SESSION_ACTIVATION_TIMEOUT"
	EventCodeFleetCreationExtractingBuild               EventCode = "FLEET_CREATION_EXTRACTING_BUILD"
	EventCodeFleetCreationRunningInstaller              EventCode = "FLEET_CREATION_RUNNING_INSTALLER"
	EventCodeFleetCreationValidatingRuntimeConfig       EventCode = "FLEET_CREATION_VALIDATING_RUNTIME_CONFIG"
	EventCodeFleetVpcPeeringSucceeded                   EventCode = "FLEET_VPC_PEERING_SUCCEEDED"
	EventCodeFleetVpcPeeringFailed                      EventCode = "FLEET_VPC_PEERING_FAILED"
	EventCodeFleetVpcPeeringDeleted                     EventCode = "FLEET_VPC_PEERING_DELETED"
	EventCodeInstanceInterrupted                        EventCode = "INSTANCE_INTERRUPTED"
)

Enum values for EventCode

func (EventCode) MarshalValue added in v0.3.0

func (enum EventCode) MarshalValue() (string, error)

func (EventCode) MarshalValueBuf added in v0.3.0

func (enum EventCode) MarshalValueBuf(b []byte) ([]byte, error)

type FleetAction added in v0.4.0

type FleetAction string
const (
	FleetActionAutoScaling FleetAction = "AUTO_SCALING"
)

Enum values for FleetAction

func (FleetAction) MarshalValue added in v0.4.0

func (enum FleetAction) MarshalValue() (string, error)

func (FleetAction) MarshalValueBuf added in v0.4.0

func (enum FleetAction) MarshalValueBuf(b []byte) ([]byte, error)

type FleetAttributes

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 FleetType `type:"string" enum:"true"`

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

	// 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 EC2InstanceType `type:"string" enum:"true"`

	// 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 ProtectionPolicy `type:"string" enum:"true"`

	// 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 OperatingSystem `type:"string" enum:"true"`

	// 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 FleetStatus `type:"string" enum:"true"`

	// List of fleet actions that have been suspended using StopFleetActions. This
	// includes auto-scaling.
	StoppedActions []FleetAction `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 (FleetAttributes) String

func (s FleetAttributes) String() string

String returns the string representation

type FleetCapacity

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 EC2InstanceType `type:"string" enum:"true"`
	// 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 (FleetCapacity) String

func (s FleetCapacity) String() string

String returns the string representation

type FleetStatus

type FleetStatus string
const (
	FleetStatusNew         FleetStatus = "NEW"
	FleetStatusDownloading FleetStatus = "DOWNLOADING"
	FleetStatusValidating  FleetStatus = "VALIDATING"
	FleetStatusBuilding    FleetStatus = "BUILDING"
	FleetStatusActivating  FleetStatus = "ACTIVATING"
	FleetStatusActive      FleetStatus = "ACTIVE"
	FleetStatusDeleting    FleetStatus = "DELETING"
	FleetStatusError       FleetStatus = "ERROR"
	FleetStatusTerminated  FleetStatus = "TERMINATED"
)

Enum values for FleetStatus

func (FleetStatus) MarshalValue added in v0.3.0

func (enum FleetStatus) MarshalValue() (string, error)

func (FleetStatus) MarshalValueBuf added in v0.3.0

func (enum FleetStatus) MarshalValueBuf(b []byte) ([]byte, error)

type FleetType added in v0.3.0

type FleetType string
const (
	FleetTypeOnDemand FleetType = "ON_DEMAND"
	FleetTypeSpot     FleetType = "SPOT"
)

Enum values for FleetType

func (FleetType) MarshalValue added in v0.3.0

func (enum FleetType) MarshalValue() (string, error)

func (FleetType) MarshalValueBuf added in v0.3.0

func (enum FleetType) MarshalValueBuf(b []byte) ([]byte, error)

type FleetUtilization

type FleetUtilization struct {

	// Number of active game sessions currently being hosted on all instances in
	// the fleet.
	ActiveGameSessionCount *int64 `type:"integer"`

	// Number of server processes in an ACTIVE status currently running across all
	// instances in the fleet
	ActiveServerProcessCount *int64 `type:"integer"`

	// Number of active player sessions currently being hosted on all instances
	// in the fleet.
	CurrentPlayerSessionCount *int64 `type:"integer"`

	// 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 (FleetUtilization) String

func (s FleetUtilization) String() string

String returns the string representation

type GameProperty

type GameProperty struct {

	// The game property identifier.
	//
	// Key is a required field
	Key *string `type:"string" required:"true"`

	// The game property value.
	//
	// Value is a required field
	Value *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the Amazon GameLift Developer Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-create).

func (GameProperty) String

func (s GameProperty) String() string

String returns the string representation

func (*GameProperty) Validate

func (s *GameProperty) Validate() error

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

type GameServer added in v0.21.0

type GameServer struct {

	// Indicates when an available game server has been reserved but has not yet
	// started hosting a game. Once it is claimed, game server remains in CLAIMED
	// status for a maximum of one minute. During this time, game clients must connect
	// to the game server and start the game, which triggers the game server to
	// update its utilization status. After one minute, the game server claim status
	// reverts to null.
	ClaimStatus GameServerClaimStatus `type:"string" enum:"true"`

	// The port and IP address that must be used to establish a client connection
	// to the game server.
	ConnectionInfo *string `min:"1" type:"string"`

	// A game server tag that can be used to request sorted lists of game servers
	// when calling ListGameServers. Custom sort keys are developer-defined. This
	// property can be updated using UpdateGameServer.
	CustomSortKey *string `min:"1" type:"string"`

	// A set of custom game server properties, formatted as a single string value.
	// This data is passed to a game client or service in response to requests ListGameServers
	// or ClaimGameServer. This property can be updated using UpdateGameServer.
	GameServerData *string `min:"1" type:"string"`

	// The ARN identifier for the game server group where the game server is located.
	GameServerGroupArn *string `min:"1" type:"string"`

	// The name identifier for the game server group where the game server is located.
	GameServerGroupName *string `min:"1" type:"string"`

	// A custom string that uniquely identifies the game server. Game server IDs
	// are developer-defined and are unique across all game server groups in an
	// AWS account.
	GameServerId *string `min:"3" type:"string"`

	// The unique identifier for the instance where the game server is located.
	InstanceId *string `min:"19" type:"string"`

	// Time stamp indicating the last time the game server was claimed with a ClaimGameServer
	// request. Format is a number expressed in Unix time as milliseconds (for example
	// "1469498468.057"). This value is used to calculate when the game server's
	// claim status.
	LastClaimTime *time.Time `type:"timestamp"`

	// Time stamp indicating the last time the game server was updated with health
	// status using an UpdateGameServer request. Format is a number expressed in
	// Unix time as milliseconds (for example "1469498468.057"). After game server
	// registration, this property is only changed when a game server update specifies
	// a health check value.
	LastHealthCheckTime *time.Time `type:"timestamp"`

	// Time stamp indicating when the game server resource was created with a RegisterGameServer
	// request. Format is a number expressed in Unix time as milliseconds (for example
	// "1469498468.057").
	RegistrationTime *time.Time `type:"timestamp"`

	// Indicates whether the game server is currently available for new games or
	// is busy. Possible statuses include:
	//
	//    * AVAILABLE - The game server is available to be claimed. A game server
	//    that has been claimed remains in this status until it reports game hosting
	//    activity.
	//
	//    * IN_USE - The game server is currently hosting a game session with players.
	UtilizationStatus GameServerUtilizationStatus `type:"string" enum:"true"`
	// contains filtered or unexported fields
}

This data type is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Properties describing a game server resource.

A game server resource is created by a successful call to RegisterGameServer and deleted by calling DeregisterGameServer.

func (GameServer) String added in v0.21.0

func (s GameServer) String() string

String returns the string representation

type GameServerClaimStatus added in v0.21.0

type GameServerClaimStatus string
const (
	GameServerClaimStatusClaimed GameServerClaimStatus = "CLAIMED"
)

Enum values for GameServerClaimStatus

func (GameServerClaimStatus) MarshalValue added in v0.21.0

func (enum GameServerClaimStatus) MarshalValue() (string, error)

func (GameServerClaimStatus) MarshalValueBuf added in v0.21.0

func (enum GameServerClaimStatus) MarshalValueBuf(b []byte) ([]byte, error)

type GameServerGroup added in v0.21.0

type GameServerGroup struct {

	// A generated unique ID for the EC2 Auto Scaling group with is associated with
	// this game server group.
	AutoScalingGroupArn *string `type:"string"`

	// The fallback balancing method to use for the game server group when Spot
	// instances in a Region become unavailable or are not viable for game hosting.
	// Once triggered, this method remains active until Spot instances can once
	// again be used. Method options include:
	//
	//    * SPOT_ONLY -- If Spot instances are unavailable, the game server group
	//    provides no hosting capacity. No new instances are started, and the existing
	//    nonviable Spot instances are terminated (once current gameplay ends) and
	//    not replaced.
	//
	//    * SPOT_PREFERRED -- If Spot instances are unavailable, the game server
	//    group continues to provide hosting capacity by using On-Demand instances.
	//    Existing nonviable Spot instances are terminated (once current gameplay
	//    ends) and replaced with new On-Demand instances.
	BalancingStrategy BalancingStrategy `type:"string" enum:"true"`

	// 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 generated unique ID for the game server group.
	GameServerGroupArn *string `min:"1" type:"string"`

	// A developer-defined identifier for the game server group. The name is unique
	// per Region per AWS account.
	GameServerGroupName *string `min:"1" type:"string"`

	// A flag that indicates whether instances in the game server group are protected
	// from early termination. Unprotected instances that have active game servers
	// running may 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 DeleteGameServerGroup). An exception to this is Spot
	// Instances, which may be terminated by AWS regardless of protection status.
	GameServerProtectionPolicy GameServerProtectionPolicy `type:"string" enum:"true"`

	// The set of EC2 instance types that GameLift FleetIQ can use when rebalancing
	// and autoscaling instances in the group.
	InstanceDefinitions []InstanceDefinition `min:"2" type:"list"`

	// A time stamp indicating when this game server group was last updated.
	LastUpdatedTime *time.Time `type:"timestamp"`

	// 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. The submitted role is validated to ensure that it contains the necessary
	// permissions for game server groups.
	RoleArn *string `min:"1" type:"string"`

	// The current status of the game server group. Possible statuses include:
	//
	//    * NEW - GameLift FleetIQ has validated the CreateGameServerGroup() request.
	//
	//    * ACTIVATING - GameLift FleetIQ is setting up a game server group, which
	//    includes creating an autoscaling group in your AWS account.
	//
	//    * ACTIVE - The game server group has been successfully created.
	//
	//    * DELETE_SCHEDULED - A request to delete the game server group has been
	//    received.
	//
	//    * DELETING - GameLift FleetIQ has received a valid DeleteGameServerGroup()
	//    request and is processing it. GameLift FleetIQ must first complete and
	//    release hosts before it deletes the autoscaling group and the game server
	//    group.
	//
	//    * DELETED - The game server group has been successfully deleted.
	//
	//    * ERROR - The asynchronous processes of activating or deleting a game
	//    server group has failed, resulting in an error state.
	Status GameServerGroupStatus `type:"string" enum:"true"`

	// Additional information about the current game server group status. This information
	// may provide additional insight on groups that in ERROR status.
	StatusReason *string `min:"1" type:"string"`

	// A list of activities that are currently suspended for this game server group.
	// If this property is empty, all activities are occurring.
	SuspendedActions []GameServerGroupAction `min:"1" type:"list"`
	// contains filtered or unexported fields
}

This data type is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Properties describing a game server group resource. A game server group manages certain properties of a corresponding EC2 Auto Scaling group.

A game server group is created by a successful call to CreateGameServerGroup and deleted by calling DeleteGameServerGroup. Game server group activity can be temporarily suspended and resumed by calling SuspendGameServerGroup and ResumeGameServerGroup.

func (GameServerGroup) String added in v0.21.0

func (s GameServerGroup) String() string

String returns the string representation

type GameServerGroupAction added in v0.21.0

type GameServerGroupAction string
const (
	GameServerGroupActionReplaceInstanceTypes GameServerGroupAction = "REPLACE_INSTANCE_TYPES"
)

Enum values for GameServerGroupAction

func (GameServerGroupAction) MarshalValue added in v0.21.0

func (enum GameServerGroupAction) MarshalValue() (string, error)

func (GameServerGroupAction) MarshalValueBuf added in v0.21.0

func (enum GameServerGroupAction) MarshalValueBuf(b []byte) ([]byte, error)

type GameServerGroupAutoScalingPolicy added in v0.21.0

type GameServerGroupAutoScalingPolicy struct {

	// Length of time, in seconds, it takes for a new instance to start new game
	// server processes and register with GameLift FleetIQ. Specifying a warm-up
	// time can be useful, particularly with game servers that take a long time
	// to start up, because it avoids prematurely starting new instances
	EstimatedInstanceWarmup *int64 `min:"1" type:"integer"`

	// Settings for a target-based scaling policy applied to Auto Scaling group.
	// These settings are used to create a target-based policy that tracks the GameLift
	// FleetIQ metric "PercentUtilizedGameServers" and specifies a target value
	// for the metric. As player usage changes, the policy triggers to adjust the
	// game server group capacity so that the metric returns to the target value.
	//
	// TargetTrackingConfiguration is a required field
	TargetTrackingConfiguration *TargetTrackingConfiguration `type:"structure" required:"true"`
	// contains filtered or unexported fields
}

This data type is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Configuration settings for intelligent autoscaling that uses target tracking. An autoscaling policy can be specified when a new game server group is created with CreateGameServerGroup. If a group has an autoscaling policy, the Auto Scaling group takes action based on this policy, in addition to (and potentially in conflict with) any other autoscaling policies that are separately applied to the Auto Scaling group.

func (GameServerGroupAutoScalingPolicy) String added in v0.21.0

String returns the string representation

func (*GameServerGroupAutoScalingPolicy) Validate added in v0.21.0

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

type GameServerGroupDeleteOption added in v0.21.0

type GameServerGroupDeleteOption string
const (
	GameServerGroupDeleteOptionSafeDelete  GameServerGroupDeleteOption = "SAFE_DELETE"
	GameServerGroupDeleteOptionForceDelete GameServerGroupDeleteOption = "FORCE_DELETE"
	GameServerGroupDeleteOptionRetain      GameServerGroupDeleteOption = "RETAIN"
)

Enum values for GameServerGroupDeleteOption

func (GameServerGroupDeleteOption) MarshalValue added in v0.21.0

func (enum GameServerGroupDeleteOption) MarshalValue() (string, error)

func (GameServerGroupDeleteOption) MarshalValueBuf added in v0.21.0

func (enum GameServerGroupDeleteOption) MarshalValueBuf(b []byte) ([]byte, error)

type GameServerGroupInstanceType added in v0.21.0

type GameServerGroupInstanceType string
const (
	GameServerGroupInstanceTypeC4Large    GameServerGroupInstanceType = "c4.large"
	GameServerGroupInstanceTypeC4Xlarge   GameServerGroupInstanceType = "c4.xlarge"
	GameServerGroupInstanceTypeC42xlarge  GameServerGroupInstanceType = "c4.2xlarge"
	GameServerGroupInstanceTypeC44xlarge  GameServerGroupInstanceType = "c4.4xlarge"
	GameServerGroupInstanceTypeC48xlarge  GameServerGroupInstanceType = "c4.8xlarge"
	GameServerGroupInstanceTypeC5Large    GameServerGroupInstanceType = "c5.large"
	GameServerGroupInstanceTypeC5Xlarge   GameServerGroupInstanceType = "c5.xlarge"
	GameServerGroupInstanceTypeC52xlarge  GameServerGroupInstanceType = "c5.2xlarge"
	GameServerGroupInstanceTypeC54xlarge  GameServerGroupInstanceType = "c5.4xlarge"
	GameServerGroupInstanceTypeC59xlarge  GameServerGroupInstanceType = "c5.9xlarge"
	GameServerGroupInstanceTypeC512xlarge GameServerGroupInstanceType = "c5.12xlarge"
	GameServerGroupInstanceTypeC518xlarge GameServerGroupInstanceType = "c5.18xlarge"
	GameServerGroupInstanceTypeC524xlarge GameServerGroupInstanceType = "c5.24xlarge"
	GameServerGroupInstanceTypeR4Large    GameServerGroupInstanceType = "r4.large"
	GameServerGroupInstanceTypeR4Xlarge   GameServerGroupInstanceType = "r4.xlarge"
	GameServerGroupInstanceTypeR42xlarge  GameServerGroupInstanceType = "r4.2xlarge"
	GameServerGroupInstanceTypeR44xlarge  GameServerGroupInstanceType = "r4.4xlarge"
	GameServerGroupInstanceTypeR48xlarge  GameServerGroupInstanceType = "r4.8xlarge"
	GameServerGroupInstanceTypeR416xlarge GameServerGroupInstanceType = "r4.16xlarge"
	GameServerGroupInstanceTypeR5Large    GameServerGroupInstanceType = "r5.large"
	GameServerGroupInstanceTypeR5Xlarge   GameServerGroupInstanceType = "r5.xlarge"
	GameServerGroupInstanceTypeR52xlarge  GameServerGroupInstanceType = "r5.2xlarge"
	GameServerGroupInstanceTypeR54xlarge  GameServerGroupInstanceType = "r5.4xlarge"
	GameServerGroupInstanceTypeR58xlarge  GameServerGroupInstanceType = "r5.8xlarge"
	GameServerGroupInstanceTypeR512xlarge GameServerGroupInstanceType = "r5.12xlarge"
	GameServerGroupInstanceTypeR516xlarge GameServerGroupInstanceType = "r5.16xlarge"
	GameServerGroupInstanceTypeR524xlarge GameServerGroupInstanceType = "r5.24xlarge"
	GameServerGroupInstanceTypeM4Large    GameServerGroupInstanceType = "m4.large"
	GameServerGroupInstanceTypeM4Xlarge   GameServerGroupInstanceType = "m4.xlarge"
	GameServerGroupInstanceTypeM42xlarge  GameServerGroupInstanceType = "m4.2xlarge"
	GameServerGroupInstanceTypeM44xlarge  GameServerGroupInstanceType = "m4.4xlarge"
	GameServerGroupInstanceTypeM410xlarge GameServerGroupInstanceType = "m4.10xlarge"
	GameServerGroupInstanceTypeM5Large    GameServerGroupInstanceType = "m5.large"
	GameServerGroupInstanceTypeM5Xlarge   GameServerGroupInstanceType = "m5.xlarge"
	GameServerGroupInstanceTypeM52xlarge  GameServerGroupInstanceType = "m5.2xlarge"
	GameServerGroupInstanceTypeM54xlarge  GameServerGroupInstanceType = "m5.4xlarge"
	GameServerGroupInstanceTypeM58xlarge  GameServerGroupInstanceType = "m5.8xlarge"
	GameServerGroupInstanceTypeM512xlarge GameServerGroupInstanceType = "m5.12xlarge"
	GameServerGroupInstanceTypeM516xlarge GameServerGroupInstanceType = "m5.16xlarge"
	GameServerGroupInstanceTypeM524xlarge GameServerGroupInstanceType = "m5.24xlarge"
)

Enum values for GameServerGroupInstanceType

func (GameServerGroupInstanceType) MarshalValue added in v0.21.0

func (enum GameServerGroupInstanceType) MarshalValue() (string, error)

func (GameServerGroupInstanceType) MarshalValueBuf added in v0.21.0

func (enum GameServerGroupInstanceType) MarshalValueBuf(b []byte) ([]byte, error)

type GameServerGroupStatus added in v0.21.0

type GameServerGroupStatus string
const (
	GameServerGroupStatusNew             GameServerGroupStatus = "NEW"
	GameServerGroupStatusActivating      GameServerGroupStatus = "ACTIVATING"
	GameServerGroupStatusActive          GameServerGroupStatus = "ACTIVE"
	GameServerGroupStatusDeleteScheduled GameServerGroupStatus = "DELETE_SCHEDULED"
	GameServerGroupStatusDeleting        GameServerGroupStatus = "DELETING"
	GameServerGroupStatusDeleted         GameServerGroupStatus = "DELETED"
	GameServerGroupStatusError           GameServerGroupStatus = "ERROR"
)

Enum values for GameServerGroupStatus

func (GameServerGroupStatus) MarshalValue added in v0.21.0

func (enum GameServerGroupStatus) MarshalValue() (string, error)

func (GameServerGroupStatus) MarshalValueBuf added in v0.21.0

func (enum GameServerGroupStatus) MarshalValueBuf(b []byte) ([]byte, error)

type GameServerHealthCheck added in v0.21.0

type GameServerHealthCheck string
const (
	GameServerHealthCheckHealthy GameServerHealthCheck = "HEALTHY"
)

Enum values for GameServerHealthCheck

func (GameServerHealthCheck) MarshalValue added in v0.21.0

func (enum GameServerHealthCheck) MarshalValue() (string, error)

func (GameServerHealthCheck) MarshalValueBuf added in v0.21.0

func (enum GameServerHealthCheck) MarshalValueBuf(b []byte) ([]byte, error)

type GameServerProtectionPolicy added in v0.21.0

type GameServerProtectionPolicy string
const (
	GameServerProtectionPolicyNoProtection   GameServerProtectionPolicy = "NO_PROTECTION"
	GameServerProtectionPolicyFullProtection GameServerProtectionPolicy = "FULL_PROTECTION"
)

Enum values for GameServerProtectionPolicy

func (GameServerProtectionPolicy) MarshalValue added in v0.21.0

func (enum GameServerProtectionPolicy) MarshalValue() (string, error)

func (GameServerProtectionPolicy) MarshalValueBuf added in v0.21.0

func (enum GameServerProtectionPolicy) MarshalValueBuf(b []byte) ([]byte, error)

type GameServerUtilizationStatus added in v0.21.0

type GameServerUtilizationStatus string
const (
	GameServerUtilizationStatusAvailable GameServerUtilizationStatus = "AVAILABLE"
	GameServerUtilizationStatusUtilized  GameServerUtilizationStatus = "UTILIZED"
)

Enum values for GameServerUtilizationStatus

func (GameServerUtilizationStatus) MarshalValue added in v0.21.0

func (enum GameServerUtilizationStatus) MarshalValue() (string, error)

func (GameServerUtilizationStatus) MarshalValueBuf added in v0.21.0

func (enum GameServerUtilizationStatus) MarshalValueBuf(b []byte) ([]byte, error)

type GameSession

type GameSession struct {

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

	// A unique identifier for a player. This ID is used to enforce a resource protection
	// policy (if one exists), that limits the number of game sessions a player
	// can create.
	CreatorId *string `min:"1" type:"string"`

	// Number of players currently in the game session.
	CurrentPlayerSessionCount *int64 `type:"integer"`

	// DNS identifier assigned to the instance that is running the game session.
	// Values have the following format:
	//
	//    * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
	//
	//    * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com.
	//    (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).)
	//
	// When connecting to a game session that is running on a TLS-enabled fleet,
	// you must use the DNS name, not the IP address.
	DnsName *string `type:"string"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
	// associated with the GameLift fleet that this game session is running on.
	FleetArn *string `type:"string"`

	// A unique identifier for a fleet that the game session is running on.
	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)).
	// You can search for active game sessions based on this custom data with SearchGameSessions.
	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"`

	// A unique identifier for the game session. A game session ARN has the following
	// format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string
	// or idempotency token>.
	GameSessionId *string `min:"1" type:"string"`

	// IP address of the instance that is running the game session. When connecting
	// to a Amazon GameLift game server, a client needs to reference an IP address
	// (or DNS name) and port number.
	IpAddress *string `type:"string"`

	// Information about the matchmaking process that was used to create the game
	// session. It is in JSON syntax, formatted as a string. In addition the matchmaking
	// configuration used, it contains data on all players assigned to the match,
	// including player attributes and team assignments. For more details on matchmaker
	// data, see Match Data (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data).
	// Matchmaker data is useful when requesting match backfills, and is updated
	// whenever new players are added during a successful backfill (see StartMatchBackfill).
	MatchmakerData *string `min:"1" type:"string"`

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

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

	// Indicates whether or not the game session is accepting new players.
	PlayerSessionCreationPolicy PlayerSessionCreationPolicy `type:"string" enum:"true"`

	// Port number for the game session. To connect to a Amazon GameLift game server,
	// an app needs both the IP address and port number.
	Port *int64 `min:"1" type:"integer"`

	// Current status of the game session. A game session must have an ACTIVE status
	// to have player sessions.
	Status GameSessionStatus `type:"string" enum:"true"`

	// Provides additional information about game session status. INTERRUPTED indicates
	// that the game session was hosted on a spot instance that was reclaimed, causing
	// the active game session to be terminated.
	StatusReason GameSessionStatusReason `type:"string" enum:"true"`

	// 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
}

Properties describing a game session.

A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED.

Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.

  • CreateGameSession

  • DescribeGameSessions

  • DescribeGameSessionDetails

  • SearchGameSessions

  • UpdateGameSession

  • GetGameSessionLogUrl

  • Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement

func (GameSession) String

func (s GameSession) String() string

String returns the string representation

type GameSessionConnectionInfo

type GameSessionConnectionInfo struct {

	// DNS identifier assigned to the instance that is running the game session.
	// Values have the following format:
	//
	//    * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
	//
	//    * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com.
	//    (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).)
	//
	// When connecting to a game session that is running on a TLS-enabled fleet,
	// you must use the DNS name, not the IP address.
	DnsName *string `type:"string"`

	// Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
	// that is assigned to a game session and uniquely identifies it.
	GameSessionArn *string `min:"1" type:"string"`

	// IP address of the instance that is running the game session. When connecting
	// to a Amazon GameLift game server, a client needs to reference an IP address
	// (or DNS name) and port number.
	IpAddress *string `type:"string"`

	// A collection of player session IDs, one for each player ID that was included
	// in the original matchmaking request.
	MatchedPlayerSessions []MatchedPlayerSession `type:"list"`

	// Port number for the game session. To connect to a Amazon GameLift game server,
	// an app needs both the IP address and port number.
	Port *int64 `min:"1" type:"integer"`
	// contains filtered or unexported fields
}

Connection information for the new game session that is created with matchmaking. (with StartMatchmaking). Once a match is set, the FlexMatch engine places the match and creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the MatchmakingTicket, which can be retrieved by calling DescribeMatchmaking.

func (GameSessionConnectionInfo) String

func (s GameSessionConnectionInfo) String() string

String returns the string representation

type GameSessionDetail

type GameSessionDetail struct {

	// Object that describes a game session.
	GameSession *GameSession `type:"structure"`

	// Current status of protection for the game session.
	//
	//    * NoProtection -- The game session can be terminated during a scale-down
	//    event.
	//
	//    * FullProtection -- If the game session is in an ACTIVE status, it cannot
	//    be terminated during a scale-down event.
	ProtectionPolicy ProtectionPolicy `type:"string" enum:"true"`
	// contains filtered or unexported fields
}

A game session's properties plus the protection policy currently in force.

func (GameSessionDetail) String

func (s GameSessionDetail) String() string

String returns the string representation

type GameSessionPlacement

type GameSessionPlacement struct {

	// DNS identifier assigned to the instance that is running the game session.
	// Values have the following format:
	//
	//    * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
	//
	//    * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com.
	//    (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).)
	//
	// When connecting to a game session that is running on a TLS-enabled fleet,
	// you must use the DNS name, not the IP address.
	DnsName *string `type:"string"`

	// Time stamp indicating when this request was completed, canceled, or timed
	// out.
	EndTime *time.Time `type:"timestamp"`

	// 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"`

	// Identifier for the game session created by this placement request. This value
	// is set once the new game session is placed (placement status is FULFILLED).
	// This identifier is unique across all Regions. You can use this value as a
	// GameSessionId value as needed.
	GameSessionArn *string `min:"1" type:"string"`

	// Set of 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"`

	// A unique identifier for the game session. This value is set once the new
	// game session is placed (placement status is FULFILLED).
	GameSessionId *string `min:"1" type:"string"`

	// A descriptive label that is associated with a game session. Session names
	// do not need to be unique.
	GameSessionName *string `min:"1" type:"string"`

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

	// Name of the Region where the game session created by this placement request
	// is running. This value is set once the new game session is placed (placement
	// status is FULFILLED).
	GameSessionRegion *string `min:"1" type:"string"`

	// IP address of the instance that is running the game session. When connecting
	// to a Amazon GameLift game server, a client needs to reference an IP address
	// (or DNS name) and port number. This value is set once the new game session
	// is placed (placement status is FULFILLED).
	IpAddress *string `type:"string"`

	// Information on the matchmaking process for this game. Data is in JSON syntax,
	// formatted as a string. It identifies the matchmaking configuration used to
	// create the match, and contains data on all players assigned to the match,
	// including player attributes and team assignments. For more details on matchmaker
	// data, see Match Data (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data).
	MatchmakerData *string `min:"1" type:"string"`

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

	// A collection of information on player sessions created in response to the
	// game session placement request. These player sessions are created only once
	// a new game session is successfully placed (placement status is FULFILLED).
	// This information includes the player ID (as provided in the placement request)
	// and the corresponding player session ID. Retrieve full player sessions by
	// calling DescribePlayerSessions with the player session ID.
	PlacedPlayerSessions []PlacedPlayerSession `type:"list"`

	// A unique identifier for a game session placement.
	PlacementId *string `min:"1" type:"string"`

	// Set of values, expressed in milliseconds, indicating the amount of latency
	// that a player experiences when connected to AWS Regions.
	PlayerLatencies []PlayerLatency `type:"list"`

	// Port number for the game session. To connect to a Amazon GameLift game server,
	// an app needs both the IP address and port number. This value is set once
	// the new game session is placed (placement status is FULFILLED).
	Port *int64 `min:"1" type:"integer"`

	// Time stamp indicating when this request was placed in the queue. Format is
	// a number expressed in Unix time as milliseconds (for example "1469498468.057").
	StartTime *time.Time `type:"timestamp"`

	// Current status of the game session placement request.
	//
	//    * PENDING -- The placement request is currently in the queue waiting to
	//    be processed.
	//
	//    * FULFILLED -- A new game session and player sessions (if requested) have
	//    been successfully created. Values for GameSessionArn and GameSessionRegion
	//    are available.
	//
	//    * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement.
	//
	//    * TIMED_OUT -- A new game session was not successfully created before
	//    the time limit expired. You can resubmit the placement request as needed.
	//
	//    * FAILED -- GameLift is not able to complete the process of placing the
	//    game session. Common reasons are the game session terminated before the
	//    placement process was completed, or an unexpected internal error.
	Status GameSessionPlacementState `type:"string" enum:"true"`
	// contains filtered or unexported fields
}

Object that describes a StartGameSessionPlacement request. This object includes the full details of the original request plus the current status and start/end time stamps.

Game session placement-related operations include:

  • StartGameSessionPlacement

  • DescribeGameSessionPlacement

  • StopGameSessionPlacement

func (GameSessionPlacement) String

func (s GameSessionPlacement) String() string

String returns the string representation

type GameSessionPlacementState

type GameSessionPlacementState string
const (
	GameSessionPlacementStatePending   GameSessionPlacementState = "PENDING"
	GameSessionPlacementStateFulfilled GameSessionPlacementState = "FULFILLED"
	GameSessionPlacementStateCancelled GameSessionPlacementState = "CANCELLED"
	GameSessionPlacementStateTimedOut  GameSessionPlacementState = "TIMED_OUT"
	GameSessionPlacementStateFailed    GameSessionPlacementState = "FAILED"
)

Enum values for GameSessionPlacementState

func (GameSessionPlacementState) MarshalValue added in v0.3.0

func (enum GameSessionPlacementState) MarshalValue() (string, error)

func (GameSessionPlacementState) MarshalValueBuf added in v0.3.0

func (enum GameSessionPlacementState) MarshalValueBuf(b []byte) ([]byte, error)

type GameSessionQueue

type GameSessionQueue 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"`

	// 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. In a GameLift game session queue
	// ARN, the resource ID matches the Name value.
	GameSessionQueueArn *string `min:"1" type:"string"`

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

	// 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.
	PlayerLatencyPolicies []PlayerLatencyPolicy `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
}

Configuration of a queue that is used to process game session placement requests. The queue configuration identifies several game features:

  • The destinations where a new game session can potentially be hosted. Amazon GameLift tries these destinations in an order based on either the queue's default order or player latency information, if provided in a placement request. With latency information, Amazon GameLift can place game sessions where the majority of players are reporting the lowest possible latency.

  • The length of time that placement requests can wait in the queue before timing out.

  • A set of optional latency policies that protect individual players from high latencies, preventing game sessions from being placed where any individual player is reporting latency higher than a policy's maximum.

  • CreateGameSessionQueue

  • DescribeGameSessionQueues

  • UpdateGameSessionQueue

  • DeleteGameSessionQueue

func (GameSessionQueue) String

func (s GameSessionQueue) String() string

String returns the string representation

type GameSessionQueueDestination

type GameSessionQueueDestination struct {

	// The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias.
	// ARNs, which include a fleet ID or alias ID and a Region name, provide a unique
	// identifier across all Regions.
	DestinationArn *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Fleet designated in a game session queue. Requests for new game sessions in the queue are fulfilled by starting a new game session on any destination that is configured for a queue.

  • CreateGameSessionQueue

  • DescribeGameSessionQueues

  • UpdateGameSessionQueue

  • DeleteGameSessionQueue

func (GameSessionQueueDestination) String

String returns the string representation

func (*GameSessionQueueDestination) Validate

func (s *GameSessionQueueDestination) Validate() error

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

type GameSessionStatus

type GameSessionStatus string
const (
	GameSessionStatusActive      GameSessionStatus = "ACTIVE"
	GameSessionStatusActivating  GameSessionStatus = "ACTIVATING"
	GameSessionStatusTerminated  GameSessionStatus = "TERMINATED"
	GameSessionStatusTerminating GameSessionStatus = "TERMINATING"
	GameSessionStatusError       GameSessionStatus = "ERROR"
)

Enum values for GameSessionStatus

func (GameSessionStatus) MarshalValue added in v0.3.0

func (enum GameSessionStatus) MarshalValue() (string, error)

func (GameSessionStatus) MarshalValueBuf added in v0.3.0

func (enum GameSessionStatus) MarshalValueBuf(b []byte) ([]byte, error)

type GameSessionStatusReason added in v0.3.0

type GameSessionStatusReason string
const (
	GameSessionStatusReasonInterrupted GameSessionStatusReason = "INTERRUPTED"
)

Enum values for GameSessionStatusReason

func (GameSessionStatusReason) MarshalValue added in v0.3.0

func (enum GameSessionStatusReason) MarshalValue() (string, error)

func (GameSessionStatusReason) MarshalValueBuf added in v0.3.0

func (enum GameSessionStatusReason) MarshalValueBuf(b []byte) ([]byte, error)

type GetGameSessionLogUrlInput

type GetGameSessionLogUrlInput struct {

	// A unique identifier for the game session to get logs for.
	//
	// GameSessionId is a required field
	GameSessionId *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (GetGameSessionLogUrlInput) String

func (s GetGameSessionLogUrlInput) String() string

String returns the string representation

func (*GetGameSessionLogUrlInput) Validate

func (s *GetGameSessionLogUrlInput) Validate() error

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

type GetGameSessionLogUrlOutput

type GetGameSessionLogUrlOutput struct {

	// Location of the requested game session logs, available for download. This
	// URL is valid for 15 minutes, after which S3 will reject any download request
	// using this URL. You can request a new URL any time within the 14-day period
	// that the logs are retained.
	PreSignedUrl *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (GetGameSessionLogUrlOutput) String

String returns the string representation

type GetGameSessionLogUrlRequest

type GetGameSessionLogUrlRequest struct {
	*aws.Request
	Input *GetGameSessionLogUrlInput
	Copy  func(*GetGameSessionLogUrlInput) GetGameSessionLogUrlRequest
}

GetGameSessionLogUrlRequest is the request type for the GetGameSessionLogUrl API operation.

func (GetGameSessionLogUrlRequest) Send

Send marshals and sends the GetGameSessionLogUrl API request.

type GetGameSessionLogUrlResponse added in v0.9.0

type GetGameSessionLogUrlResponse struct {
	*GetGameSessionLogUrlOutput
	// contains filtered or unexported fields
}

GetGameSessionLogUrlResponse is the response type for the GetGameSessionLogUrl API operation.

func (*GetGameSessionLogUrlResponse) SDKResponseMetdata added in v0.9.0

func (r *GetGameSessionLogUrlResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the GetGameSessionLogUrl request.

type GetInstanceAccessInput

type GetInstanceAccessInput struct {

	// A unique identifier for a fleet that contains the instance you want access
	// to. You can use either the fleet ID or ARN value. The fleet can be in any
	// of the following statuses: ACTIVATING, ACTIVE, or ERROR. Fleets with an ERROR
	// status may be accessible for a short time before they are deleted.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// A unique identifier for an instance you want to get access to. You can access
	// an instance in any status.
	//
	// InstanceId is a required field
	InstanceId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (GetInstanceAccessInput) String

func (s GetInstanceAccessInput) String() string

String returns the string representation

func (*GetInstanceAccessInput) Validate

func (s *GetInstanceAccessInput) Validate() error

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

type GetInstanceAccessOutput

type GetInstanceAccessOutput struct {

	// The connection information for a fleet instance, including IP address and
	// access credentials.
	InstanceAccess *InstanceAccess `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (GetInstanceAccessOutput) String

func (s GetInstanceAccessOutput) String() string

String returns the string representation

type GetInstanceAccessRequest

type GetInstanceAccessRequest struct {
	*aws.Request
	Input *GetInstanceAccessInput
	Copy  func(*GetInstanceAccessInput) GetInstanceAccessRequest
}

GetInstanceAccessRequest is the request type for the GetInstanceAccess API operation.

func (GetInstanceAccessRequest) Send

Send marshals and sends the GetInstanceAccess API request.

type GetInstanceAccessResponse added in v0.9.0

type GetInstanceAccessResponse struct {
	*GetInstanceAccessOutput
	// contains filtered or unexported fields
}

GetInstanceAccessResponse is the response type for the GetInstanceAccess API operation.

func (*GetInstanceAccessResponse) SDKResponseMetdata added in v0.9.0

func (r *GetInstanceAccessResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the GetInstanceAccess request.

type Instance

type Instance struct {

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

	// DNS identifier assigned to the instance that is running the game session.
	// Values have the following format:
	//
	//    * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
	//
	//    * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com.
	//    (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).)
	//
	// When connecting to a game session that is running on a TLS-enabled fleet,
	// you must use the DNS name, not the IP address.
	DnsName *string `type:"string"`

	// A unique identifier for a fleet that the instance is in.
	FleetId *string `type:"string"`

	// A unique identifier for an instance.
	InstanceId *string `type:"string"`

	// IP address that is assigned to the instance.
	IpAddress *string `type:"string"`

	// Operating system that is running on this instance.
	OperatingSystem OperatingSystem `type:"string" enum:"true"`

	// Current status of the instance. Possible statuses include the following:
	//
	//    * PENDING -- The instance is in the process of being created and launching
	//    server processes as defined in the fleet's run-time configuration.
	//
	//    * ACTIVE -- The instance has been successfully created and at least one
	//    server process has successfully launched and reported back to Amazon GameLift
	//    that it is ready to host a game session. The instance is now considered
	//    ready to host game sessions.
	//
	//    * TERMINATING -- The instance is in the process of shutting down. This
	//    may happen to reduce capacity during a scaling down event or to recycle
	//    resources in the event of a problem.
	Status InstanceStatus `type:"string" enum:"true"`

	// EC2 instance type that defines the computing resources of this instance.
	Type EC2InstanceType `type:"string" enum:"true"`
	// contains filtered or unexported fields
}

Properties that describe an instance of a virtual computing resource that hosts one or more game servers. A fleet may contain zero or more instances.

func (Instance) String

func (s Instance) String() string

String returns the string representation

type InstanceAccess

type InstanceAccess struct {

	// Credentials required to access the instance.
	Credentials *InstanceCredentials `type:"structure" sensitive:"true"`

	// A unique identifier for a fleet containing the instance being accessed.
	FleetId *string `type:"string"`

	// A unique identifier for an instance being accessed.
	InstanceId *string `type:"string"`

	// IP address that is assigned to the instance.
	IpAddress *string `type:"string"`

	// Operating system that is running on the instance.
	OperatingSystem OperatingSystem `type:"string" enum:"true"`
	// contains filtered or unexported fields
}

Information required to remotely connect to a fleet instance. Access is requested by calling GetInstanceAccess.

func (InstanceAccess) String

func (s InstanceAccess) String() string

String returns the string representation

type InstanceCredentials

type InstanceCredentials struct {

	// Secret string. For Windows instances, the secret is a password for use with
	// Windows Remote Desktop. For Linux instances, it is a private key (which must
	// be saved as a .pem file) for use with SSH.
	Secret *string `min:"1" type:"string"`

	// User login string.
	UserName *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Set of credentials required to remotely access a fleet instance. Access credentials are requested by calling GetInstanceAccess and returned in an InstanceAccess object.

func (InstanceCredentials) String

func (s InstanceCredentials) String() string

String returns the string representation

type InstanceDefinition added in v0.21.0

type InstanceDefinition struct {

	// An EC2 instance type designation.
	//
	// InstanceType is a required field
	InstanceType GameServerGroupInstanceType `type:"string" required:"true" enum:"true"`

	// Instance weighting that indicates how much this instance type contributes
	// to the total capacity of a game server group. Instance weights are used by
	// GameLift FleetIQ to calculate the instance type's cost per unit hour and
	// better identify the most cost-effective options. For detailed information
	// on weighting instance capacity, see Instance Weighting (https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html)
	// in the Amazon EC2 Auto Scaling User Guide. Default value is "1".
	WeightedCapacity *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

This data type is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

An allowed instance type for your game server group. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.

func (InstanceDefinition) String added in v0.21.0

func (s InstanceDefinition) String() string

String returns the string representation

func (*InstanceDefinition) Validate added in v0.21.0

func (s *InstanceDefinition) Validate() error

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

type InstanceStatus

type InstanceStatus string
const (
	InstanceStatusPending     InstanceStatus = "PENDING"
	InstanceStatusActive      InstanceStatus = "ACTIVE"
	InstanceStatusTerminating InstanceStatus = "TERMINATING"
)

Enum values for InstanceStatus

func (InstanceStatus) MarshalValue added in v0.3.0

func (enum InstanceStatus) MarshalValue() (string, error)

func (InstanceStatus) MarshalValueBuf added in v0.3.0

func (enum InstanceStatus) MarshalValueBuf(b []byte) ([]byte, error)

type IpPermission

type IpPermission struct {

	// A starting value for a range of allowed port numbers.
	//
	// FromPort is a required field
	FromPort *int64 `min:"1" type:"integer" required:"true"`

	// A range of allowed IP addresses. This value must be expressed in CIDR notation.
	// Example: "000.000.000.000/[subnet mask]" or optionally the shortened version
	// "0.0.0.0/[subnet mask]".
	//
	// IpRange is a required field
	IpRange *string `type:"string" required:"true"`

	// The network communication protocol used by the fleet.
	//
	// Protocol is a required field
	Protocol IpProtocol `type:"string" required:"true" enum:"true"`

	// An ending value for a range of allowed port numbers. Port numbers are end-inclusive.
	// This value must be higher than FromPort.
	//
	// ToPort is a required field
	ToPort *int64 `min:"1" type:"integer" required:"true"`
	// contains filtered or unexported fields
}

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift hosting resource. New game sessions that are started on the fleet are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. For fleets created with a custom game server, the ranges reflect the server's game session assignments. For Realtime Servers fleets, Amazon GameLift automatically opens two port ranges, one for TCP messaging and one for UDP for use by the Realtime servers.

func (IpPermission) String

func (s IpPermission) String() string

String returns the string representation

func (*IpPermission) Validate

func (s *IpPermission) Validate() error

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

type IpProtocol

type IpProtocol string
const (
	IpProtocolTcp IpProtocol = "TCP"
	IpProtocolUdp IpProtocol = "UDP"
)

Enum values for IpProtocol

func (IpProtocol) MarshalValue added in v0.3.0

func (enum IpProtocol) MarshalValue() (string, error)

func (IpProtocol) MarshalValueBuf added in v0.3.0

func (enum IpProtocol) MarshalValueBuf(b []byte) ([]byte, error)

type LaunchTemplateSpecification added in v0.21.0

type LaunchTemplateSpecification struct {

	// A unique identifier for an existing EC2 launch template.
	LaunchTemplateId *string `min:"1" type:"string"`

	// A readable identifier for an existing EC2 launch template.
	LaunchTemplateName *string `min:"3" type:"string"`

	// The version of the EC2 launch template to use. If no version is specified,
	// the default version will be used. EC2 allows you to specify a default version
	// for a launch template, if none is set, the default is the first version created.
	Version *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

This data type is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

An EC2 launch template that contains configuration settings and game server code to be deployed to all instances in a game server group.

func (LaunchTemplateSpecification) String added in v0.21.0

String returns the string representation

func (*LaunchTemplateSpecification) Validate added in v0.21.0

func (s *LaunchTemplateSpecification) Validate() error

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

type ListAliasesInput

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

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

	// The routing type to filter results on. Use this parameter to retrieve only
	// aliases with a certain routing type. To retrieve all aliases, leave this
	// parameter empty.
	//
	// Possible routing types include the following:
	//
	//    * SIMPLE -- The alias resolves to one specific fleet. Use this type when
	//    routing to active fleets.
	//
	//    * TERMINAL -- The alias does not resolve to a fleet but instead can be
	//    used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException
	//    with the RoutingStrategy message embedded.
	RoutingStrategyType RoutingStrategyType `type:"string" enum:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (ListAliasesInput) String

func (s ListAliasesInput) String() string

String returns the string representation

func (*ListAliasesInput) Validate

func (s *ListAliasesInput) Validate() error

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

type ListAliasesOutput

type ListAliasesOutput struct {

	// A collection of alias resources that match the request parameters.
	Aliases []Alias `type:"list"`

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

Represents the returned data in response to a request action.

func (ListAliasesOutput) String

func (s ListAliasesOutput) String() string

String returns the string representation

type ListAliasesRequest

type ListAliasesRequest struct {
	*aws.Request
	Input *ListAliasesInput
	Copy  func(*ListAliasesInput) ListAliasesRequest
}

ListAliasesRequest is the request type for the ListAliases API operation.

func (ListAliasesRequest) Send

Send marshals and sends the ListAliases API request.

type ListAliasesResponse added in v0.9.0

type ListAliasesResponse struct {
	*ListAliasesOutput
	// contains filtered or unexported fields
}

ListAliasesResponse is the response type for the ListAliases API operation.

func (*ListAliasesResponse) SDKResponseMetdata added in v0.9.0

func (r *ListAliasesResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the ListAliases request.

type ListBuildsInput

type ListBuildsInput 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"`

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

	// Build status to filter results by. To retrieve all builds, leave this parameter
	// empty.
	//
	// Possible build statuses include the following:
	//
	//    * INITIALIZED -- A new build has been defined, but no files have been
	//    uploaded. You cannot create fleets for builds that are in this status.
	//    When a build is successfully created, the build status is set to this
	//    value.
	//
	//    * READY -- The game build has been successfully uploaded. You can now
	//    create new fleets for this build.
	//
	//    * FAILED -- The game build upload failed. You cannot create new fleets
	//    for this build.
	Status BuildStatus `type:"string" enum:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (ListBuildsInput) String

func (s ListBuildsInput) String() string

String returns the string representation

func (*ListBuildsInput) Validate

func (s *ListBuildsInput) Validate() error

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

type ListBuildsOutput

type ListBuildsOutput struct {

	// A collection of build resources that match the request.
	Builds []Build `type:"list"`

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

Represents the returned data in response to a request action.

func (ListBuildsOutput) String

func (s ListBuildsOutput) String() string

String returns the string representation

type ListBuildsRequest

type ListBuildsRequest struct {
	*aws.Request
	Input *ListBuildsInput
	Copy  func(*ListBuildsInput) ListBuildsRequest
}

ListBuildsRequest is the request type for the ListBuilds API operation.

func (ListBuildsRequest) Send

Send marshals and sends the ListBuilds API request.

type ListBuildsResponse added in v0.9.0

type ListBuildsResponse struct {
	*ListBuildsOutput
	// contains filtered or unexported fields
}

ListBuildsResponse is the response type for the ListBuilds API operation.

func (*ListBuildsResponse) SDKResponseMetdata added in v0.9.0

func (r *ListBuildsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the ListBuilds request.

type ListFleetsInput

type ListFleetsInput struct {

	// A unique identifier for a build to return fleets for. Use this parameter
	// to return only fleets using a specified build. Use either the build ID or
	// ARN value. To retrieve all fleets, do not include either a BuildId and ScriptID
	// parameter.
	BuildId *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 action. 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 Realtime script to return fleets for. Use this
	// parameter to return only fleets using a specified script. Use either the
	// script ID or ARN value. To retrieve all fleets, leave this parameter empty.
	ScriptId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (ListFleetsInput) String

func (s ListFleetsInput) String() string

String returns the string representation

func (*ListFleetsInput) Validate

func (s *ListFleetsInput) Validate() error

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

type ListFleetsOutput

type ListFleetsOutput struct {

	// Set of fleet IDs matching the list request. You can retrieve additional information
	// about all returned fleets by passing this result set to a call to DescribeFleetAttributes,
	// DescribeFleetCapacity, or DescribeFleetUtilization.
	FleetIds []string `min:"1" type:"list"`

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

Represents the returned data in response to a request action.

func (ListFleetsOutput) String

func (s ListFleetsOutput) String() string

String returns the string representation

type ListFleetsRequest

type ListFleetsRequest struct {
	*aws.Request
	Input *ListFleetsInput
	Copy  func(*ListFleetsInput) ListFleetsRequest
}

ListFleetsRequest is the request type for the ListFleets API operation.

func (ListFleetsRequest) Send

Send marshals and sends the ListFleets API request.

type ListFleetsResponse added in v0.9.0

type ListFleetsResponse struct {
	*ListFleetsOutput
	// contains filtered or unexported fields
}

ListFleetsResponse is the response type for the ListFleets API operation.

func (*ListFleetsResponse) SDKResponseMetdata added in v0.9.0

func (r *ListFleetsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the ListFleets request.

type ListGameServerGroupsInput added in v0.21.0

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

func (ListGameServerGroupsInput) String added in v0.21.0

func (s ListGameServerGroupsInput) String() string

String returns the string representation

func (*ListGameServerGroupsInput) Validate added in v0.21.0

func (s *ListGameServerGroupsInput) Validate() error

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

type ListGameServerGroupsOutput added in v0.21.0

type ListGameServerGroupsOutput struct {

	// A collection of game server group objects that match the request.
	GameServerGroups []GameServerGroup `type:"list"`

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

func (ListGameServerGroupsOutput) String added in v0.21.0

String returns the string representation

type ListGameServerGroupsRequest added in v0.21.0

type ListGameServerGroupsRequest struct {
	*aws.Request
	Input *ListGameServerGroupsInput
	Copy  func(*ListGameServerGroupsInput) ListGameServerGroupsRequest
}

ListGameServerGroupsRequest is the request type for the ListGameServerGroups API operation.

func (ListGameServerGroupsRequest) Send added in v0.21.0

Send marshals and sends the ListGameServerGroups API request.

type ListGameServerGroupsResponse added in v0.21.0

type ListGameServerGroupsResponse struct {
	*ListGameServerGroupsOutput
	// contains filtered or unexported fields
}

ListGameServerGroupsResponse is the response type for the ListGameServerGroups API operation.

func (*ListGameServerGroupsResponse) SDKResponseMetdata added in v0.21.0

func (r *ListGameServerGroupsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the ListGameServerGroups request.

type ListGameServersInput added in v0.21.0

type ListGameServersInput struct {

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

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

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

	// Indicates how to sort the returned data based on the game servers' custom
	// key sort value. If this parameter is left empty, the list of game servers
	// is returned in no particular order.
	SortOrder SortOrder `type:"string" enum:"true"`
	// contains filtered or unexported fields
}

func (ListGameServersInput) String added in v0.21.0

func (s ListGameServersInput) String() string

String returns the string representation

func (*ListGameServersInput) Validate added in v0.21.0

func (s *ListGameServersInput) Validate() error

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

type ListGameServersOutput added in v0.21.0

type ListGameServersOutput struct {

	// A collection of game server objects that match the request.
	GameServers []GameServer `type:"list"`

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

func (ListGameServersOutput) String added in v0.21.0

func (s ListGameServersOutput) String() string

String returns the string representation

type ListGameServersRequest added in v0.21.0

type ListGameServersRequest struct {
	*aws.Request
	Input *ListGameServersInput
	Copy  func(*ListGameServersInput) ListGameServersRequest
}

ListGameServersRequest is the request type for the ListGameServers API operation.

func (ListGameServersRequest) Send added in v0.21.0

Send marshals and sends the ListGameServers API request.

type ListGameServersResponse added in v0.21.0

type ListGameServersResponse struct {
	*ListGameServersOutput
	// contains filtered or unexported fields
}

ListGameServersResponse is the response type for the ListGameServers API operation.

func (*ListGameServersResponse) SDKResponseMetdata added in v0.21.0

func (r *ListGameServersResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the ListGameServers request.

type ListScriptsInput added in v0.8.0

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

func (ListScriptsInput) String added in v0.8.0

func (s ListScriptsInput) String() string

String returns the string representation

func (*ListScriptsInput) Validate added in v0.8.0

func (s *ListScriptsInput) Validate() error

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

type ListScriptsOutput added in v0.8.0

type ListScriptsOutput struct {

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

	// A set of properties describing the requested script.
	Scripts []Script `type:"list"`
	// contains filtered or unexported fields
}

func (ListScriptsOutput) String added in v0.8.0

func (s ListScriptsOutput) String() string

String returns the string representation

type ListScriptsRequest added in v0.8.0

type ListScriptsRequest struct {
	*aws.Request
	Input *ListScriptsInput
	Copy  func(*ListScriptsInput) ListScriptsRequest
}

ListScriptsRequest is the request type for the ListScripts API operation.

func (ListScriptsRequest) Send added in v0.8.0

Send marshals and sends the ListScripts API request.

type ListScriptsResponse added in v0.9.0

type ListScriptsResponse struct {
	*ListScriptsOutput
	// contains filtered or unexported fields
}

ListScriptsResponse is the response type for the ListScripts API operation.

func (*ListScriptsResponse) SDKResponseMetdata added in v0.9.0

func (r *ListScriptsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the ListScripts request.

type ListTagsForResourceInput added in v0.19.0

type ListTagsForResourceInput struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to and uniquely identifies the GameLift resource that you
	// want to retrieve tags for. GameLift resource ARNs are included in the data
	// object for the resource, which can be retrieved by calling a List or Describe
	// action for the resource type.
	//
	// ResourceARN is a required field
	ResourceARN *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

func (ListTagsForResourceInput) String added in v0.19.0

func (s ListTagsForResourceInput) String() string

String returns the string representation

func (*ListTagsForResourceInput) Validate added in v0.19.0

func (s *ListTagsForResourceInput) Validate() error

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

type ListTagsForResourceOutput added in v0.19.0

type ListTagsForResourceOutput struct {

	// The collection of tags that have been assigned to the specified resource.
	Tags []Tag `type:"list"`
	// contains filtered or unexported fields
}

func (ListTagsForResourceOutput) String added in v0.19.0

func (s ListTagsForResourceOutput) String() string

String returns the string representation

type ListTagsForResourceRequest added in v0.19.0

type ListTagsForResourceRequest struct {
	*aws.Request
	Input *ListTagsForResourceInput
	Copy  func(*ListTagsForResourceInput) ListTagsForResourceRequest
}

ListTagsForResourceRequest is the request type for the ListTagsForResource API operation.

func (ListTagsForResourceRequest) Send added in v0.19.0

Send marshals and sends the ListTagsForResource API request.

type ListTagsForResourceResponse added in v0.19.0

type ListTagsForResourceResponse struct {
	*ListTagsForResourceOutput
	// contains filtered or unexported fields
}

ListTagsForResourceResponse is the response type for the ListTagsForResource API operation.

func (*ListTagsForResourceResponse) SDKResponseMetdata added in v0.19.0

func (r *ListTagsForResourceResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the ListTagsForResource request.

type MatchedPlayerSession

type MatchedPlayerSession struct {

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

	// A unique identifier for a player session
	PlayerSessionId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request.

When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot.

func (MatchedPlayerSession) String

func (s MatchedPlayerSession) String() string

String returns the string representation

type MatchmakingConfiguration

type MatchmakingConfiguration struct {

	// A flag that indicates whether a match that was created with this configuration
	// must be accepted by the matched players. To require acceptance, set to TRUE.
	AcceptanceRequired *bool `type:"boolean"`

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

	// 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.
	AdditionalPlayerCount *int64 `type:"integer"`

	// The method used to backfill game sessions created with this matchmaking configuration.
	// MANUAL indicates that the game makes backfill requests or does not use the
	// match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill
	// requests 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/developerguide/match-backfill.html).
	BackfillMode BackfillMode `type:"string" enum:"true"`

	// Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
	// that is assigned to a GameLift matchmaking configuration resource and uniquely
	// identifies it. ARNs are unique across all Regions. In a GameLift configuration
	// ARN, the resource ID matches the Name value.
	ConfigurationArn *string `type:"string"`

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

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

	// A descriptive label that is associated with matchmaking configuration.
	Description *string `min:"1" type:"string"`

	// A set of custom properties for a game session, formatted as key-value pairs.
	// These properties are passed to a game server process in the GameSession object
	// with a request to start a new game session (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.
	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.
	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. GameLift uses the listed queues when
	// placing game sessions for matches that are created with this matchmaking
	// configuration. Queues can be located in any Region.
	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 *string `type:"string"`

	// 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 *int64 `min:"1" type:"integer"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
	// associated with the GameLift matchmaking rule set resource that this configuration
	// uses.
	RuleSetArn *string `type:"string"`

	// A unique identifier for a matchmaking rule set to use with this configuration.
	// A matchmaking configuration can only use rule sets that are defined in the
	// same Region.
	RuleSetName *string `type:"string"`
	// contains filtered or unexported fields
}

Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.

func (MatchmakingConfiguration) String

func (s MatchmakingConfiguration) String() string

String returns the string representation

type MatchmakingConfigurationStatus

type MatchmakingConfigurationStatus string
const (
	MatchmakingConfigurationStatusCancelled          MatchmakingConfigurationStatus = "CANCELLED"
	MatchmakingConfigurationStatusCompleted          MatchmakingConfigurationStatus = "COMPLETED"
	MatchmakingConfigurationStatusFailed             MatchmakingConfigurationStatus = "FAILED"
	MatchmakingConfigurationStatusPlacing            MatchmakingConfigurationStatus = "PLACING"
	MatchmakingConfigurationStatusQueued             MatchmakingConfigurationStatus = "QUEUED"
	MatchmakingConfigurationStatusRequiresAcceptance MatchmakingConfigurationStatus = "REQUIRES_ACCEPTANCE"
	MatchmakingConfigurationStatusSearching          MatchmakingConfigurationStatus = "SEARCHING"
	MatchmakingConfigurationStatusTimedOut           MatchmakingConfigurationStatus = "TIMED_OUT"
)

Enum values for MatchmakingConfigurationStatus

func (MatchmakingConfigurationStatus) MarshalValue added in v0.3.0

func (enum MatchmakingConfigurationStatus) MarshalValue() (string, error)

func (MatchmakingConfigurationStatus) MarshalValueBuf added in v0.3.0

func (enum MatchmakingConfigurationStatus) MarshalValueBuf(b []byte) ([]byte, error)

type MatchmakingRuleSet

type MatchmakingRuleSet struct {

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

	// Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
	// that is assigned to a GameLift matchmaking rule set resource and uniquely
	// identifies it. ARNs are unique across all Regions. In a GameLift rule set
	// ARN, the resource ID matches the RuleSetName value.
	RuleSetArn *string `type:"string"`

	// 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 unique identifier for a matchmaking rule set
	RuleSetName *string `type:"string"`
	// contains filtered or unexported fields
}

Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches. Rule sets are used in MatchmakingConfiguration objects.

A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Build a FlexMatch Rule Set (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html).

  • Teams -- Required. A rule set must define one or multiple teams for the match and set minimum and maximum team sizes. For example, a rule set might describe a 4x4 match that requires all eight slots to be filled.

  • Player attributes -- Optional. These attributes specify a set of player characteristics to evaluate when looking for a match. Matchmaking requests that use a rule set with player attributes must provide the corresponding attribute values. For example, an attribute might specify a player's skill or level.

  • Rules -- Optional. Rules define how to evaluate potential players for a match based on player attributes. A rule might specify minimum requirements for individual players, teams, or entire matches. For example, a rule might require each player to meet a certain skill level, each team to have at least one player in a certain role, or the match to have a minimum average skill level. or may describe an entire group--such as all teams must be evenly matched or have at least one player in a certain role.

  • Expansions -- Optional. Expansions allow you to relax the rules after a period of time when no acceptable matches are found. This feature lets you balance getting players into games in a reasonable amount of time instead of making them wait indefinitely for the best possible match. For example, you might use an expansion to increase the maximum skill variance between players after 30 seconds.

func (MatchmakingRuleSet) String

func (s MatchmakingRuleSet) String() string

String returns the string representation

type MatchmakingTicket

type MatchmakingTicket struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
	// associated with the GameLift matchmaking configuration resource that is used
	// with this ticket.
	ConfigurationArn *string `type:"string"`

	// Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking
	// configurations determine how players are grouped into a match and how a new
	// game session is created for the match.
	ConfigurationName *string `type:"string"`

	// Time stamp indicating when this matchmaking request stopped being processed
	// due to success, failure, or cancellation. Format is a number expressed in
	// Unix time as milliseconds (for example "1469498468.057").
	EndTime *time.Time `type:"timestamp"`

	// Average amount of time (in seconds) that players are currently waiting for
	// a match. If there is not enough recent data, this property may be empty.
	EstimatedWaitTime *int64 `type:"integer"`

	// Identifier and connection information of the game session created for the
	// match. This information is added to the ticket only after the matchmaking
	// request has been successfully completed.
	GameSessionConnectionInfo *GameSessionConnectionInfo `type:"structure"`

	// A set of Player objects, each representing a player to find matches for.
	// Players are identified by a unique player ID and may include latency data
	// for use during matchmaking. If the ticket is in status COMPLETED, the Player
	// objects include the team the players were assigned to in the resulting match.
	Players []Player `type:"list"`

	// Time stamp indicating when this matchmaking request was received. Format
	// is a number expressed in Unix time as milliseconds (for example "1469498468.057").
	StartTime *time.Time `type:"timestamp"`

	// Current status of the matchmaking request.
	//
	//    * QUEUED -- The matchmaking request has been received and is currently
	//    waiting to be processed.
	//
	//    * SEARCHING -- The matchmaking request is currently being processed.
	//
	//    * REQUIRES_ACCEPTANCE -- A match has been proposed and the players must
	//    accept the match (see AcceptMatch). This status is used only with requests
	//    that use a matchmaking configuration with a player acceptance requirement.
	//
	//    * PLACING -- The FlexMatch engine has matched players and is in the process
	//    of placing a new game session for the match.
	//
	//    * COMPLETED -- Players have been matched and a game session is ready to
	//    host the players. A ticket in this state contains the necessary connection
	//    information for players.
	//
	//    * FAILED -- The matchmaking request was not completed.
	//
	//    * CANCELLED -- The matchmaking request was canceled. This may be the result
	//    of a call to StopMatchmaking or a proposed match that one or more players
	//    failed to accept.
	//
	//    * TIMED_OUT -- The matchmaking request was not successful within the duration
	//    specified in the matchmaking configuration.
	//
	// Matchmaking requests that fail to successfully complete (statuses FAILED,
	// CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket
	// IDs.
	Status MatchmakingConfigurationStatus `type:"string" enum:"true"`

	// Additional information about the current status.
	StatusMessage *string `type:"string"`

	// Code to explain the current status. For example, a status reason may indicate
	// when a ticket has returned to SEARCHING status after a proposed match fails
	// to receive player acceptances.
	StatusReason *string `type:"string"`

	// A unique identifier for a matchmaking ticket.
	TicketId *string `type:"string"`
	// contains filtered or unexported fields
}

Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request with StartMatchmaking. Tickets can be retrieved by calling DescribeMatchmaking with the ticket ID.

func (MatchmakingTicket) String

func (s MatchmakingTicket) String() string

String returns the string representation

type MetricName

type MetricName string
const (
	MetricNameActivatingGameSessions       MetricName = "ActivatingGameSessions"
	MetricNameActiveGameSessions           MetricName = "ActiveGameSessions"
	MetricNameActiveInstances              MetricName = "ActiveInstances"
	MetricNameAvailableGameSessions        MetricName = "AvailableGameSessions"
	MetricNameAvailablePlayerSessions      MetricName = "AvailablePlayerSessions"
	MetricNameCurrentPlayerSessions        MetricName = "CurrentPlayerSessions"
	MetricNameIdleInstances                MetricName = "IdleInstances"
	MetricNamePercentAvailableGameSessions MetricName = "PercentAvailableGameSessions"
	MetricNamePercentIdleInstances         MetricName = "PercentIdleInstances"
	MetricNameQueueDepth                   MetricName = "QueueDepth"
	MetricNameWaitTime                     MetricName = "WaitTime"
)

Enum values for MetricName

func (MetricName) MarshalValue added in v0.3.0

func (enum MetricName) MarshalValue() (string, error)

func (MetricName) MarshalValueBuf added in v0.3.0

func (enum MetricName) MarshalValueBuf(b []byte) ([]byte, error)

type OperatingSystem

type OperatingSystem string
const (
	OperatingSystemWindows2012  OperatingSystem = "WINDOWS_2012"
	OperatingSystemAmazonLinux  OperatingSystem = "AMAZON_LINUX"
	OperatingSystemAmazonLinux2 OperatingSystem = "AMAZON_LINUX_2"
)

Enum values for OperatingSystem

func (OperatingSystem) MarshalValue added in v0.3.0

func (enum OperatingSystem) MarshalValue() (string, error)

func (OperatingSystem) MarshalValueBuf added in v0.3.0

func (enum OperatingSystem) MarshalValueBuf(b []byte) ([]byte, error)

type PlacedPlayerSession

type PlacedPlayerSession struct {

	// A unique identifier for a player that is associated with this player session.
	PlayerId *string `min:"1" type:"string"`

	// A unique identifier for a player session.
	PlayerSessionId *string `type:"string"`
	// contains filtered or unexported fields
}

Information about a player session that was created as part of a StartGameSessionPlacement request. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.

  • CreatePlayerSession

  • CreatePlayerSessions

  • DescribePlayerSessions

  • Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement

func (PlacedPlayerSession) String

func (s PlacedPlayerSession) String() string

String returns the string representation

type Player

type Player struct {

	// Set of values, expressed in milliseconds, indicating the amount of latency
	// that a player experiences when connected to AWS Regions. If this property
	// is present, FlexMatch considers placing the match only in Regions for which
	// latency is reported.
	//
	// If a matchmaker has a rule that evaluates player latency, players must report
	// latency in order to be matched. If no latency is reported in this scenario,
	// FlexMatch assumes that no Regions are available to the player and the ticket
	// is not matchable.
	LatencyInMs map[string]int64 `type:"map"`

	// A collection of key:value pairs containing player information for use in
	// matchmaking. Player attribute keys must match the playerAttributes used in
	// a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"},
	// "gameMode": {"S": "deathmatch"}}.
	PlayerAttributes map[string]AttributeValue `type:"map"`

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

	// Name of the team that the player is assigned to in a match. Team names are
	// defined in a matchmaking rule set.
	Team *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.

func (Player) String

func (s Player) String() string

String returns the string representation

func (*Player) Validate

func (s *Player) Validate() error

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

type PlayerLatency

type PlayerLatency struct {

	// Amount of time that represents the time lag experienced by the player when
	// connected to the specified Region.
	LatencyInMilliseconds *float64 `type:"float"`

	// A unique identifier for a player associated with the latency data.
	PlayerId *string `min:"1" type:"string"`

	// Name of the Region that is associated with the latency value.
	RegionIdentifier *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Regional latency information for a player, used when requesting a new game session with StartGameSessionPlacement. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified Region. The relative difference between a player's latency values for multiple Regions are used to determine which fleets are best suited to place a new game session for the player.

func (PlayerLatency) String

func (s PlayerLatency) String() string

String returns the string representation

func (*PlayerLatency) Validate

func (s *PlayerLatency) Validate() error

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

type PlayerLatencyPolicy

type PlayerLatencyPolicy struct {

	// The maximum latency value that is allowed for any player, in milliseconds.
	// All policies must have a value set for this property.
	MaximumIndividualPlayerLatencyMilliseconds *int64 `type:"integer"`

	// The length of time, in seconds, that the policy is enforced while placing
	// a new game session. A null value for this property means that the policy
	// is enforced until the queue times out.
	PolicyDurationSeconds *int64 `type:"integer"`
	// contains filtered or unexported fields
}

Queue setting that determines the highest latency allowed for individual players when placing a game session. When a latency policy is in force, a game session cannot be placed with any fleet in a Region where a player reports latency higher than the cap. Latency policies are only enforced when the placement request contains player latency information.

  • CreateGameSessionQueue

  • DescribeGameSessionQueues

  • UpdateGameSessionQueue

  • DeleteGameSessionQueue

func (PlayerLatencyPolicy) String

func (s PlayerLatencyPolicy) String() string

String returns the string representation

type PlayerSession

type PlayerSession struct {

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

	// DNS identifier assigned to the instance that is running the game session.
	// Values have the following format:
	//
	//    * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
	//
	//    * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com.
	//    (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).)
	//
	// When connecting to a game session that is running on a TLS-enabled fleet,
	// you must use the DNS name, not the IP address.
	DnsName *string `type:"string"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
	// associated with the GameLift fleet that the player's game session is running
	// on.
	FleetArn *string `type:"string"`

	// A unique identifier for a fleet that the player's game session is running
	// on.
	FleetId *string `type:"string"`

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

	// IP address of the instance that is running the game session. When connecting
	// to a Amazon GameLift game server, a client needs to reference an IP address
	// (or DNS name) and port number.
	IpAddress *string `type:"string"`

	// 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 that is associated with this player session.
	PlayerId *string `min:"1" type:"string"`

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

	// Port number for the game session. To connect to a Amazon GameLift server
	// process, an app needs both the IP address and port number.
	Port *int64 `min:"1" type:"integer"`

	// Current status of the player session.
	//
	// Possible player session statuses include the following:
	//
	//    * RESERVED -- The player session request has been received, but the player
	//    has not yet connected to the server process and/or been validated.
	//
	//    * ACTIVE -- The player has been validated by the server process and is
	//    currently connected.
	//
	//    * COMPLETED -- The player connection has been dropped.
	//
	//    * TIMEDOUT -- A player session request was received, but the player did
	//    not connect and/or was not validated within the timeout limit (60 seconds).
	Status PlayerSessionStatus `type:"string" enum:"true"`

	// 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
}

Properties describing a player session. Player session objects are created either by creating a player session for a specific game session, or as part of a game session placement. A player session represents either a player reservation for a game session (status RESERVED) or actual player activity in a game session (status ACTIVE). A player session object (including player data) is automatically passed to a game session when the player connects to the game session and is validated.

When a player disconnects, the player session status changes to COMPLETED. Once the session ends, the player session object is retained for 30 days and then removed.

  • CreatePlayerSession

  • CreatePlayerSessions

  • DescribePlayerSessions

  • Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement

func (PlayerSession) String

func (s PlayerSession) String() string

String returns the string representation

type PlayerSessionCreationPolicy

type PlayerSessionCreationPolicy string
const (
	PlayerSessionCreationPolicyAcceptAll PlayerSessionCreationPolicy = "ACCEPT_ALL"
	PlayerSessionCreationPolicyDenyAll   PlayerSessionCreationPolicy = "DENY_ALL"
)

Enum values for PlayerSessionCreationPolicy

func (PlayerSessionCreationPolicy) MarshalValue added in v0.3.0

func (enum PlayerSessionCreationPolicy) MarshalValue() (string, error)

func (PlayerSessionCreationPolicy) MarshalValueBuf added in v0.3.0

func (enum PlayerSessionCreationPolicy) MarshalValueBuf(b []byte) ([]byte, error)

type PlayerSessionStatus

type PlayerSessionStatus string
const (
	PlayerSessionStatusReserved  PlayerSessionStatus = "RESERVED"
	PlayerSessionStatusActive    PlayerSessionStatus = "ACTIVE"
	PlayerSessionStatusCompleted PlayerSessionStatus = "COMPLETED"
	PlayerSessionStatusTimedout  PlayerSessionStatus = "TIMEDOUT"
)

Enum values for PlayerSessionStatus

func (PlayerSessionStatus) MarshalValue added in v0.3.0

func (enum PlayerSessionStatus) MarshalValue() (string, error)

func (PlayerSessionStatus) MarshalValueBuf added in v0.3.0

func (enum PlayerSessionStatus) MarshalValueBuf(b []byte) ([]byte, error)

type PolicyType added in v0.4.0

type PolicyType string
const (
	PolicyTypeRuleBased   PolicyType = "RuleBased"
	PolicyTypeTargetBased PolicyType = "TargetBased"
)

Enum values for PolicyType

func (PolicyType) MarshalValue added in v0.4.0

func (enum PolicyType) MarshalValue() (string, error)

func (PolicyType) MarshalValueBuf added in v0.4.0

func (enum PolicyType) MarshalValueBuf(b []byte) ([]byte, error)

type ProtectionPolicy

type ProtectionPolicy string
const (
	ProtectionPolicyNoProtection   ProtectionPolicy = "NoProtection"
	ProtectionPolicyFullProtection ProtectionPolicy = "FullProtection"
)

Enum values for ProtectionPolicy

func (ProtectionPolicy) MarshalValue added in v0.3.0

func (enum ProtectionPolicy) MarshalValue() (string, error)

func (ProtectionPolicy) MarshalValueBuf added in v0.3.0

func (enum ProtectionPolicy) MarshalValueBuf(b []byte) ([]byte, error)

type PutScalingPolicyInput

type PutScalingPolicyInput struct {

	// Comparison operator to use when measuring the metric against the threshold
	// value.
	ComparisonOperator ComparisonOperatorType `type:"string" enum:"true"`

	// Length of time (in minutes) the metric must be at or beyond the threshold
	// before a scaling event is triggered.
	EvaluationPeriods *int64 `min:"1" type:"integer"`

	// A unique identifier for a fleet to apply this policy to. You can use either
	// the fleet ID or ARN value. The fleet cannot be in any of the following statuses:
	// ERROR or DELETING.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// Name of the Amazon GameLift-defined metric that is used to trigger a scaling
	// adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon
	// GameLift with Amazon CloudWatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html).
	//
	//    * ActivatingGameSessions -- Game sessions in the process of being created.
	//
	//    * ActiveGameSessions -- Game sessions that are currently running.
	//
	//    * ActiveInstances -- Fleet instances that are currently running at least
	//    one game session.
	//
	//    * AvailableGameSessions -- Additional game sessions that fleet could host
	//    simultaneously, given current capacity.
	//
	//    * AvailablePlayerSessions -- Empty player slots in currently active game
	//    sessions. This includes game sessions that are not currently accepting
	//    players. Reserved player slots are not included.
	//
	//    * CurrentPlayerSessions -- Player slots in active game sessions that are
	//    being used by a player or are reserved for a player.
	//
	//    * IdleInstances -- Active instances that are currently hosting zero game
	//    sessions.
	//
	//    * PercentAvailableGameSessions -- Unused percentage of the total number
	//    of game sessions that a fleet could host simultaneously, given current
	//    capacity. Use this metric for a target-based scaling policy.
	//
	//    * PercentIdleInstances -- Percentage of the total number of active instances
	//    that are hosting zero game sessions.
	//
	//    * QueueDepth -- Pending game session placement requests, in any queue,
	//    where the current fleet is the top-priority destination.
	//
	//    * WaitTime -- Current wait time for pending game session placement requests,
	//    in any queue, where the current fleet is the top-priority destination.
	//
	// MetricName is a required field
	MetricName MetricName `type:"string" required:"true" enum:"true"`

	// A descriptive label that is associated with a scaling policy. Policy names
	// do not need to be unique. A fleet can have only one scaling policy with the
	// same name.
	//
	// Name is a required field
	Name *string `min:"1" type:"string" required:"true"`

	// The type of scaling policy to create. For a target-based policy, set the
	// parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration.
	// For a rule-based policy set the following parameters: MetricName, ComparisonOperator,
	// Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.
	PolicyType PolicyType `type:"string" enum:"true"`

	// Amount of adjustment to make, based on the scaling adjustment type.
	ScalingAdjustment *int64 `type:"integer"`

	// The type of adjustment to make to a fleet's instance count (see FleetCapacity):
	//
	//    * ChangeInCapacity -- add (or subtract) the scaling adjustment value from
	//    the current instance count. Positive values scale up while negative values
	//    scale down.
	//
	//    * ExactCapacity -- set the instance count to the scaling adjustment value.
	//
	//    * PercentChangeInCapacity -- increase or reduce the current instance count
	//    by the scaling adjustment, read as a percentage. Positive values scale
	//    up while negative values scale down; for example, a value of "-10" scales
	//    the fleet down by 10%.
	ScalingAdjustmentType ScalingAdjustmentType `type:"string" enum:"true"`

	// The settings for a target-based scaling policy.
	TargetConfiguration *TargetConfiguration `type:"structure"`

	// Metric value used to trigger a scaling event.
	Threshold *float64 `type:"double"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (PutScalingPolicyInput) String

func (s PutScalingPolicyInput) String() string

String returns the string representation

func (*PutScalingPolicyInput) Validate

func (s *PutScalingPolicyInput) Validate() error

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

type PutScalingPolicyOutput

type PutScalingPolicyOutput struct {

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

Represents the returned data in response to a request action.

func (PutScalingPolicyOutput) String

func (s PutScalingPolicyOutput) String() string

String returns the string representation

type PutScalingPolicyRequest

type PutScalingPolicyRequest struct {
	*aws.Request
	Input *PutScalingPolicyInput
	Copy  func(*PutScalingPolicyInput) PutScalingPolicyRequest
}

PutScalingPolicyRequest is the request type for the PutScalingPolicy API operation.

func (PutScalingPolicyRequest) Send

Send marshals and sends the PutScalingPolicy API request.

type PutScalingPolicyResponse added in v0.9.0

type PutScalingPolicyResponse struct {
	*PutScalingPolicyOutput
	// contains filtered or unexported fields
}

PutScalingPolicyResponse is the response type for the PutScalingPolicy API operation.

func (*PutScalingPolicyResponse) SDKResponseMetdata added in v0.9.0

func (r *PutScalingPolicyResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the PutScalingPolicy request.

type RegisterGameServerInput added in v0.21.0

type RegisterGameServerInput struct {

	// Information needed to make inbound client connections to the game server.
	// This might include IP address and port, DNS name, etc.
	ConnectionInfo *string `min:"1" type:"string"`

	// A game server tag that can be used to request sorted lists of game servers
	// using ListGameServers. Custom sort keys are developer-defined based on how
	// you want to organize the retrieved game server information.
	CustomSortKey *string `min:"1" type:"string"`

	// 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 a game servers using ListGameServers or ClaimGameServer.
	GameServerData *string `min:"1" type:"string"`

	// An identifier for the game server group where the game server is running.
	// You can 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 new game server. Game server
	// IDs are developer-defined and must be unique across all game server groups
	// in your AWS account.
	//
	// GameServerId is a required field
	GameServerId *string `min:"3" type:"string" required:"true"`

	// The unique identifier for the instance where the game server is running.
	// This ID is available in the instance metadata.
	//
	// InstanceId is a required field
	InstanceId *string `min:"19" type:"string" required:"true"`

	// A list of labels to assign to the new game server 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
}

func (RegisterGameServerInput) String added in v0.21.0

func (s RegisterGameServerInput) String() string

String returns the string representation

func (*RegisterGameServerInput) Validate added in v0.21.0

func (s *RegisterGameServerInput) Validate() error

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

type RegisterGameServerOutput added in v0.21.0

type RegisterGameServerOutput struct {

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

func (RegisterGameServerOutput) String added in v0.21.0

func (s RegisterGameServerOutput) String() string

String returns the string representation

type RegisterGameServerRequest added in v0.21.0

type RegisterGameServerRequest struct {
	*aws.Request
	Input *RegisterGameServerInput
	Copy  func(*RegisterGameServerInput) RegisterGameServerRequest
}

RegisterGameServerRequest is the request type for the RegisterGameServer API operation.

func (RegisterGameServerRequest) Send added in v0.21.0

Send marshals and sends the RegisterGameServer API request.

type RegisterGameServerResponse added in v0.21.0

type RegisterGameServerResponse struct {
	*RegisterGameServerOutput
	// contains filtered or unexported fields
}

RegisterGameServerResponse is the response type for the RegisterGameServer API operation.

func (*RegisterGameServerResponse) SDKResponseMetdata added in v0.21.0

func (r *RegisterGameServerResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the RegisterGameServer request.

type RequestUploadCredentialsInput

type RequestUploadCredentialsInput struct {

	// A unique identifier for a build to get credentials 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 action.

func (RequestUploadCredentialsInput) String

String returns the string representation

func (*RequestUploadCredentialsInput) Validate

func (s *RequestUploadCredentialsInput) Validate() error

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

type RequestUploadCredentialsOutput

type RequestUploadCredentialsOutput struct {

	// Amazon S3 path and key, identifying where the game build files are stored.
	StorageLocation *S3Location `type:"structure"`

	// AWS credentials required when uploading a game build to the storage location.
	// These credentials have a limited lifespan and are valid only for the build
	// they were issued for.
	UploadCredentials *AwsCredentials `type:"structure" sensitive:"true"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (RequestUploadCredentialsOutput) String

String returns the string representation

type RequestUploadCredentialsRequest

type RequestUploadCredentialsRequest struct {
	*aws.Request
	Input *RequestUploadCredentialsInput
	Copy  func(*RequestUploadCredentialsInput) RequestUploadCredentialsRequest
}

RequestUploadCredentialsRequest is the request type for the RequestUploadCredentials API operation.

func (RequestUploadCredentialsRequest) Send

Send marshals and sends the RequestUploadCredentials API request.

type RequestUploadCredentialsResponse added in v0.9.0

type RequestUploadCredentialsResponse struct {
	*RequestUploadCredentialsOutput
	// contains filtered or unexported fields
}

RequestUploadCredentialsResponse is the response type for the RequestUploadCredentials API operation.

func (*RequestUploadCredentialsResponse) SDKResponseMetdata added in v0.9.0

func (r *RequestUploadCredentialsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the RequestUploadCredentials request.

type ResolveAliasInput

type ResolveAliasInput struct {

	// The unique identifier of the alias that you want to retrieve a fleet ID for.
	// 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 action.

func (ResolveAliasInput) String

func (s ResolveAliasInput) String() string

String returns the string representation

func (*ResolveAliasInput) Validate

func (s *ResolveAliasInput) Validate() error

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

type ResolveAliasOutput

type ResolveAliasOutput struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
	// associated with the GameLift fleet resource that this alias points to.
	FleetArn *string `type:"string"`

	// The fleet identifier that the alias is pointing to.
	FleetId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (ResolveAliasOutput) String

func (s ResolveAliasOutput) String() string

String returns the string representation

type ResolveAliasRequest

type ResolveAliasRequest struct {
	*aws.Request
	Input *ResolveAliasInput
	Copy  func(*ResolveAliasInput) ResolveAliasRequest
}

ResolveAliasRequest is the request type for the ResolveAlias API operation.

func (ResolveAliasRequest) Send

Send marshals and sends the ResolveAlias API request.

type ResolveAliasResponse added in v0.9.0

type ResolveAliasResponse struct {
	*ResolveAliasOutput
	// contains filtered or unexported fields
}

ResolveAliasResponse is the response type for the ResolveAlias API operation.

func (*ResolveAliasResponse) SDKResponseMetdata added in v0.9.0

func (r *ResolveAliasResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the ResolveAlias request.

type ResourceCreationLimitPolicy

type ResourceCreationLimitPolicy struct {

	// The maximum number of game sessions that an individual can create during
	// the policy period.
	NewGameSessionsPerCreator *int64 `type:"integer"`

	// The time span used in evaluating the resource creation limit policy.
	PolicyPeriodInMinutes *int64 `type:"integer"`
	// contains filtered or unexported fields
}

A policy that limits the number of game sessions a player can create on the same fleet. This optional policy gives game owners control over how players can consume available game server resources. A resource creation policy makes the following statement: "An individual player can create a maximum number of new game sessions within a specified time period".

The policy is evaluated when a player tries to create a new game session. For example: Assume you have a policy of 10 new game sessions and a time period of 60 minutes. On receiving a CreateGameSession request, Amazon GameLift checks that the player (identified by CreatorId) has created fewer than 10 game sessions in the past 60 minutes.

func (ResourceCreationLimitPolicy) String

String returns the string representation

type ResumeGameServerGroupInput added in v0.21.0

type ResumeGameServerGroupInput struct {

	// The unique identifier of the game server group to resume activity on. Use
	// either the GameServerGroup name or ARN value.
	//
	// GameServerGroupName is a required field
	GameServerGroupName *string `min:"1" type:"string" required:"true"`

	// The action to resume for this game server group.
	//
	// ResumeActions is a required field
	ResumeActions []GameServerGroupAction `min:"1" type:"list" required:"true"`
	// contains filtered or unexported fields
}

func (ResumeGameServerGroupInput) String added in v0.21.0

String returns the string representation

func (*ResumeGameServerGroupInput) Validate added in v0.21.0

func (s *ResumeGameServerGroupInput) Validate() error

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

type ResumeGameServerGroupOutput added in v0.21.0

type ResumeGameServerGroupOutput struct {

	// An object that describes the game server group resource, with the SuspendedActions
	// property updated to reflect the resumed activity.
	GameServerGroup *GameServerGroup `type:"structure"`
	// contains filtered or unexported fields
}

func (ResumeGameServerGroupOutput) String added in v0.21.0

String returns the string representation

type ResumeGameServerGroupRequest added in v0.21.0

type ResumeGameServerGroupRequest struct {
	*aws.Request
	Input *ResumeGameServerGroupInput
	Copy  func(*ResumeGameServerGroupInput) ResumeGameServerGroupRequest
}

ResumeGameServerGroupRequest is the request type for the ResumeGameServerGroup API operation.

func (ResumeGameServerGroupRequest) Send added in v0.21.0

Send marshals and sends the ResumeGameServerGroup API request.

type ResumeGameServerGroupResponse added in v0.21.0

type ResumeGameServerGroupResponse struct {
	*ResumeGameServerGroupOutput
	// contains filtered or unexported fields
}

ResumeGameServerGroupResponse is the response type for the ResumeGameServerGroup API operation.

func (*ResumeGameServerGroupResponse) SDKResponseMetdata added in v0.21.0

func (r *ResumeGameServerGroupResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the ResumeGameServerGroup request.

type RoutingStrategy

type RoutingStrategy struct {

	// The unique identifier for a fleet that the alias points to. This value is
	// the fleet ID, not the fleet ARN.
	FleetId *string `type:"string"`

	// The message text to be used with a terminal routing strategy.
	Message *string `type:"string"`

	// The type of routing strategy for the alias.
	//
	// Possible routing types include the following:
	//
	//    * SIMPLE - The alias resolves to one specific fleet. Use this type when
	//    routing to active fleets.
	//
	//    * TERMINAL - The alias does not resolve to a fleet but instead can be
	//    used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException
	//    with the RoutingStrategy message embedded.
	Type RoutingStrategyType `type:"string" enum:"true"`
	// contains filtered or unexported fields
}

The routing configuration for a fleet alias.

  • CreateAlias

  • ListAliases

  • DescribeAlias

  • UpdateAlias

  • DeleteAlias

  • ResolveAlias

func (RoutingStrategy) String

func (s RoutingStrategy) String() string

String returns the string representation

type RoutingStrategyType

type RoutingStrategyType string
const (
	RoutingStrategyTypeSimple   RoutingStrategyType = "SIMPLE"
	RoutingStrategyTypeTerminal RoutingStrategyType = "TERMINAL"
)

Enum values for RoutingStrategyType

func (RoutingStrategyType) MarshalValue added in v0.3.0

func (enum RoutingStrategyType) MarshalValue() (string, error)

func (RoutingStrategyType) MarshalValueBuf added in v0.3.0

func (enum RoutingStrategyType) MarshalValueBuf(b []byte) ([]byte, error)

type RuntimeConfiguration

type RuntimeConfiguration struct {

	// The maximum amount of time (in seconds) that a game session can remain in
	// status ACTIVATING. If the game session is not active before the timeout,
	// activation is terminated and the game session status is changed to TERMINATED.
	GameSessionActivationTimeoutSeconds *int64 `min:"1" type:"integer"`

	// The maximum number of game sessions with status ACTIVATING to allow on an
	// instance simultaneously. This setting limits the amount of instance resources
	// that can be used for new game activations at any one time.
	MaxConcurrentGameSessionActivations *int64 `min:"1" type:"integer"`

	// A collection of server process configurations that describe which server
	// processes to run on each instance in a fleet.
	ServerProcesses []ServerProcess `min:"1" type:"list"`
	// contains filtered or unexported fields
}

A collection of server process configurations that describe what processes to run on each instance in a fleet. Server processes run either a custom game build executable or a Realtime Servers script. Each instance in the fleet starts the specified server processes and continues to start new processes as existing processes end. Each instance regularly checks for an updated runtime configuration.

The runtime configuration enables the instances in a fleet to run multiple processes simultaneously. Learn more about Running Multiple Processes on a Fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html).

A Amazon GameLift instance is limited to 50 processes running simultaneously. To calculate the total number of processes in a runtime configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess object.

  • CreateFleet

  • ListFleets

  • DeleteFleet

  • DescribeFleetAttributes

  • UpdateFleetAttributes

  • StartFleetActions or StopFleetActions

func (RuntimeConfiguration) String

func (s RuntimeConfiguration) String() string

String returns the string representation

func (*RuntimeConfiguration) Validate

func (s *RuntimeConfiguration) Validate() error

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

type S3Location

type S3Location struct {

	// An S3 bucket identifier. This is the name of the S3 bucket.
	Bucket *string `min:"1" type:"string"`

	// The name of the zip file that contains the build files or script files.
	Key *string `min:"1" type:"string"`

	// The version of the file, if object versioning is turned on for the bucket.
	// Amazon GameLift uses this information when retrieving files from an S3 bucket
	// that you own. Use this parameter to specify a specific version of the file.
	// If not set, the latest version of the file is retrieved.
	ObjectVersion *string `min:"1" type:"string"`

	// 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 the S3 bucket.
	RoleArn *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

The location in S3 where build or script files are stored for access by Amazon GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript requests.

func (S3Location) String

func (s S3Location) String() string

String returns the string representation

func (*S3Location) Validate

func (s *S3Location) Validate() error

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

type ScalingAdjustmentType

type ScalingAdjustmentType string
const (
	ScalingAdjustmentTypeChangeInCapacity        ScalingAdjustmentType = "ChangeInCapacity"
	ScalingAdjustmentTypeExactCapacity           ScalingAdjustmentType = "ExactCapacity"
	ScalingAdjustmentTypePercentChangeInCapacity ScalingAdjustmentType = "PercentChangeInCapacity"
)

Enum values for ScalingAdjustmentType

func (ScalingAdjustmentType) MarshalValue added in v0.3.0

func (enum ScalingAdjustmentType) MarshalValue() (string, error)

func (ScalingAdjustmentType) MarshalValueBuf added in v0.3.0

func (enum ScalingAdjustmentType) MarshalValueBuf(b []byte) ([]byte, error)

type ScalingPolicy

type ScalingPolicy struct {

	// Comparison operator to use when measuring a metric against the threshold
	// value.
	ComparisonOperator ComparisonOperatorType `type:"string" enum:"true"`

	// Length of time (in minutes) the metric must be at or beyond the threshold
	// before a scaling event is triggered.
	EvaluationPeriods *int64 `min:"1" type:"integer"`

	// A unique identifier for a fleet that is associated with this scaling policy.
	FleetId *string `type:"string"`

	// Name of the Amazon GameLift-defined metric that is used to trigger a scaling
	// adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon
	// GameLift with Amazon CloudWatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html).
	//
	//    * ActivatingGameSessions -- Game sessions in the process of being created.
	//
	//    * ActiveGameSessions -- Game sessions that are currently running.
	//
	//    * ActiveInstances -- Fleet instances that are currently running at least
	//    one game session.
	//
	//    * AvailableGameSessions -- Additional game sessions that fleet could host
	//    simultaneously, given current capacity.
	//
	//    * AvailablePlayerSessions -- Empty player slots in currently active game
	//    sessions. This includes game sessions that are not currently accepting
	//    players. Reserved player slots are not included.
	//
	//    * CurrentPlayerSessions -- Player slots in active game sessions that are
	//    being used by a player or are reserved for a player.
	//
	//    * IdleInstances -- Active instances that are currently hosting zero game
	//    sessions.
	//
	//    * PercentAvailableGameSessions -- Unused percentage of the total number
	//    of game sessions that a fleet could host simultaneously, given current
	//    capacity. Use this metric for a target-based scaling policy.
	//
	//    * PercentIdleInstances -- Percentage of the total number of active instances
	//    that are hosting zero game sessions.
	//
	//    * QueueDepth -- Pending game session placement requests, in any queue,
	//    where the current fleet is the top-priority destination.
	//
	//    * WaitTime -- Current wait time for pending game session placement requests,
	//    in any queue, where the current fleet is the top-priority destination.
	MetricName MetricName `type:"string" enum:"true"`

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

	// The type of scaling policy to create. For a target-based policy, set the
	// parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration.
	// For a rule-based policy set the following parameters: MetricName, ComparisonOperator,
	// Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.
	PolicyType PolicyType `type:"string" enum:"true"`

	// Amount of adjustment to make, based on the scaling adjustment type.
	ScalingAdjustment *int64 `type:"integer"`

	// The type of adjustment to make to a fleet's instance count (see FleetCapacity):
	//
	//    * ChangeInCapacity -- add (or subtract) the scaling adjustment value from
	//    the current instance count. Positive values scale up while negative values
	//    scale down.
	//
	//    * ExactCapacity -- set the instance count to the scaling adjustment value.
	//
	//    * PercentChangeInCapacity -- increase or reduce the current instance count
	//    by the scaling adjustment, read as a percentage. Positive values scale
	//    up while negative values scale down.
	ScalingAdjustmentType ScalingAdjustmentType `type:"string" enum:"true"`

	// Current status of the scaling policy. The scaling policy can be in force
	// only when in an ACTIVE status. Scaling policies can be suspended for individual
	// fleets (see StopFleetActions; if suspended for a fleet, the policy status
	// does not change. View a fleet's stopped actions by calling DescribeFleetCapacity.
	//
	//    * ACTIVE -- The scaling policy can be used for auto-scaling a fleet.
	//
	//    * UPDATE_REQUESTED -- A request to update the scaling policy has been
	//    received.
	//
	//    * UPDATING -- A change is being made to the scaling policy.
	//
	//    * DELETE_REQUESTED -- A request to delete the scaling policy has been
	//    received.
	//
	//    * DELETING -- The scaling policy is being deleted.
	//
	//    * DELETED -- The scaling policy has been deleted.
	//
	//    * ERROR -- An error occurred in creating the policy. It should be removed
	//    and recreated.
	Status ScalingStatusType `type:"string" enum:"true"`

	// The settings for a target-based scaling policy.
	TargetConfiguration *TargetConfiguration `type:"structure"`

	// Metric value used to trigger a scaling event.
	Threshold *float64 `type:"double"`
	// contains filtered or unexported fields
}

Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.

  • DescribeFleetCapacity

  • UpdateFleetCapacity

  • DescribeEC2InstanceLimits

  • Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling)

  • Manage fleet actions: StartFleetActions StopFleetActions

func (ScalingPolicy) String

func (s ScalingPolicy) String() string

String returns the string representation

type ScalingStatusType

type ScalingStatusType string
const (
	ScalingStatusTypeActive          ScalingStatusType = "ACTIVE"
	ScalingStatusTypeUpdateRequested ScalingStatusType = "UPDATE_REQUESTED"
	ScalingStatusTypeUpdating        ScalingStatusType = "UPDATING"
	ScalingStatusTypeDeleteRequested ScalingStatusType = "DELETE_REQUESTED"
	ScalingStatusTypeDeleting        ScalingStatusType = "DELETING"
	ScalingStatusTypeDeleted         ScalingStatusType = "DELETED"
	ScalingStatusTypeError           ScalingStatusType = "ERROR"
)

Enum values for ScalingStatusType

func (ScalingStatusType) MarshalValue added in v0.3.0

func (enum ScalingStatusType) MarshalValue() (string, error)

func (ScalingStatusType) MarshalValueBuf added in v0.3.0

func (enum ScalingStatusType) MarshalValueBuf(b []byte) ([]byte, error)

type Script added in v0.8.0

type Script struct {

	// A time stamp indicating when this data object was created. The 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 script. Script names do not
	// need to be unique.
	Name *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 script resource and uniquely identifies it.
	// ARNs are unique across all Regions. 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"`

	// The file size of the uploaded Realtime script, expressed in bytes. When files
	// are uploaded from an S3 location, this value remains at "0".
	SizeOnDisk *int64 `min:"1" type:"long"`

	// The location in S3 where build or script files are stored for access by Amazon
	// GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript
	// requests.
	StorageLocation *S3Location `type:"structure"`

	// The version that is associated with a build or script. Version strings do
	// not need to be unique.
	Version *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Properties describing a Realtime script.

Related operations

  • CreateScript

  • ListScripts

  • DescribeScript

  • UpdateScript

  • DeleteScript

func (Script) String added in v0.8.0

func (s Script) String() string

String returns the string representation

type SearchGameSessionsInput

type SearchGameSessionsInput struct {

	// A unique identifier for an alias associated with the fleet to search for
	// active game sessions. 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"`

	// String containing the search criteria for the session search. If no filter
	// expression is included, the request returns results for all game sessions
	// in the fleet that are in ACTIVE status.
	//
	// A filter expression can contain one or multiple conditions. Each condition
	// consists of the following:
	//
	//    * Operand -- Name of a game session attribute. Valid values are gameSessionName,
	//    gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis,
	//    playerSessionCount, hasAvailablePlayerSessions.
	//
	//    * Comparator -- Valid comparators are: =, <>, <, >, <=, >=.
	//
	//    * Value -- Value to be searched for. Values may be numbers, boolean values
	//    (true/false) or strings depending on the operand. String values are case
	//    sensitive and must be enclosed in single quotes. Special characters must
	//    be escaped. Boolean and string values can only be used with the comparators
	//    = and <>. For example, the following filter expression searches on gameSessionName:
	//    "FilterExpression": "gameSessionName = 'Matt\\'s Awesome Game 1'".
	//
	// To chain multiple conditions in a single expression, use the logical keywords
	// AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT
	// z, NOT (x OR y).
	//
	// Session search evaluates conditions from left to right using the following
	// precedence rules:
	//
	// =, <>, <, >, <=, >=
	//
	// Parentheses
	//
	// NOT
	//
	// AND
	//
	// OR
	//
	// For example, this filter expression retrieves game sessions hosting at least
	// ten players that have an open player slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true".
	FilterExpression *string `min:"1" type:"string"`

	// A unique identifier for a fleet to search for active game sessions. 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"`

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages. The maximum number of results
	// returned is 20, even if this value is not set or is set higher than 20.
	Limit *int64 `min:"1" type:"integer"`

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

	// Instructions on how to sort the search results. If no sort expression is
	// included, the request returns results in random order. A sort expression
	// consists of the following elements:
	//
	//    * Operand -- Name of a game session attribute. Valid values are gameSessionName,
	//    gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis,
	//    playerSessionCount, hasAvailablePlayerSessions.
	//
	//    * Order -- Valid sort orders are ASC (ascending) and DESC (descending).
	//
	// For example, this sort expression returns the oldest active sessions first:
	// "SortExpression": "creationTimeMillis ASC". Results with a null value for
	// the sort operand are returned at the end of the list.
	SortExpression *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (SearchGameSessionsInput) String

func (s SearchGameSessionsInput) String() string

String returns the string representation

func (*SearchGameSessionsInput) Validate

func (s *SearchGameSessionsInput) Validate() error

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

type SearchGameSessionsOutput

type SearchGameSessionsOutput 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 action. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (SearchGameSessionsOutput) String

func (s SearchGameSessionsOutput) String() string

String returns the string representation

type SearchGameSessionsRequest

type SearchGameSessionsRequest struct {
	*aws.Request
	Input *SearchGameSessionsInput
	Copy  func(*SearchGameSessionsInput) SearchGameSessionsRequest
}

SearchGameSessionsRequest is the request type for the SearchGameSessions API operation.

func (SearchGameSessionsRequest) Send

Send marshals and sends the SearchGameSessions API request.

type SearchGameSessionsResponse added in v0.9.0

type SearchGameSessionsResponse struct {
	*SearchGameSessionsOutput
	// contains filtered or unexported fields
}

SearchGameSessionsResponse is the response type for the SearchGameSessions API operation.

func (*SearchGameSessionsResponse) SDKResponseMetdata added in v0.9.0

func (r *SearchGameSessionsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the SearchGameSessions request.

type ServerProcess

type ServerProcess struct {

	// The number of server processes that use this configuration to run concurrently
	// on an instance.
	//
	// ConcurrentExecutions is a required field
	ConcurrentExecutions *int64 `min:"1" type:"integer" required:"true"`

	// The location of the server executable in a custom game build or the name
	// of the Realtime script file that contains the Init() function. Game builds
	// and Realtime scripts are installed on instances at the root:
	//
	//    * Windows (for custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe"
	//
	//    * Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js"
	//
	// LaunchPath is a required field
	LaunchPath *string `min:"1" type:"string" required:"true"`

	// An optional list of parameters to pass to the server executable or Realtime
	// script on launch.
	Parameters *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

A set of instructions for launching server processes on each instance in a fleet. Server processes run either a custom game build executable or a Realtime Servers script. Each instruction set identifies the location of the custom game build executable or Realtime launch script, optional launch parameters, and the number of server processes with this configuration to maintain concurrently on the instance. Server process configurations make up a fleet's RuntimeConfiguration .

func (ServerProcess) String

func (s ServerProcess) String() string

String returns the string representation

func (*ServerProcess) Validate

func (s *ServerProcess) Validate() error

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

type SortOrder added in v0.21.0

type SortOrder string
const (
	SortOrderAscending  SortOrder = "ASCENDING"
	SortOrderDescending SortOrder = "DESCENDING"
)

Enum values for SortOrder

func (SortOrder) MarshalValue added in v0.21.0

func (enum SortOrder) MarshalValue() (string, error)

func (SortOrder) MarshalValueBuf added in v0.21.0

func (enum SortOrder) MarshalValueBuf(b []byte) ([]byte, error)

type StartFleetActionsInput added in v0.4.0

type StartFleetActionsInput struct {

	// List of actions to restart on the fleet.
	//
	// Actions is a required field
	Actions []FleetAction `min:"1" type:"list" required:"true"`

	// A unique identifier for a fleet to start actions on. 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
}

func (StartFleetActionsInput) String added in v0.4.0

func (s StartFleetActionsInput) String() string

String returns the string representation

func (*StartFleetActionsInput) Validate added in v0.4.0

func (s *StartFleetActionsInput) Validate() error

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

type StartFleetActionsOutput added in v0.4.0

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

func (StartFleetActionsOutput) String added in v0.4.0

func (s StartFleetActionsOutput) String() string

String returns the string representation

type StartFleetActionsRequest added in v0.4.0

type StartFleetActionsRequest struct {
	*aws.Request
	Input *StartFleetActionsInput
	Copy  func(*StartFleetActionsInput) StartFleetActionsRequest
}

StartFleetActionsRequest is the request type for the StartFleetActions API operation.

func (StartFleetActionsRequest) Send added in v0.4.0

Send marshals and sends the StartFleetActions API request.

type StartFleetActionsResponse added in v0.9.0

type StartFleetActionsResponse struct {
	*StartFleetActionsOutput
	// contains filtered or unexported fields
}

StartFleetActionsResponse is the response type for the StartFleetActions API operation.

func (*StartFleetActionsResponse) SDKResponseMetdata added in v0.9.0

func (r *StartFleetActionsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the StartFleetActions request.

type StartGameSessionPlacementInput

type StartGameSessionPlacementInput struct {

	// Set of information on each player to create a player session for.
	DesiredPlayerSessions []DesiredPlayerSession `type:"list"`

	// 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"`

	// A descriptive label that is associated with a game session. Session names
	// do not need to be unique.
	GameSessionName *string `min:"1" type:"string"`

	// Name of the queue to use to place the new game session. You can use either
	// the queue name or ARN value.
	//
	// GameSessionQueueName is a required field
	GameSessionQueueName *string `min:"1" type:"string" required:"true"`

	// 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 unique identifier to assign to the new game session placement. This value
	// is developer-defined. The value must be unique across all Regions and cannot
	// be reused unless you are resubmitting a canceled or timed-out placement request.
	//
	// PlacementId is a required field
	PlacementId *string `min:"1" type:"string" required:"true"`

	// Set of values, expressed in milliseconds, indicating the amount of latency
	// that a player experiences when connected to AWS Regions. This information
	// is used to try to place the new game session where it can offer the best
	// possible gameplay experience for the players.
	PlayerLatencies []PlayerLatency `type:"list"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (StartGameSessionPlacementInput) String

String returns the string representation

func (*StartGameSessionPlacementInput) Validate

func (s *StartGameSessionPlacementInput) Validate() error

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

type StartGameSessionPlacementOutput

type StartGameSessionPlacementOutput struct {

	// Object that describes the newly created game session placement. This object
	// includes all the information provided in the request, as well as start/end
	// time stamps and placement status.
	GameSessionPlacement *GameSessionPlacement `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (StartGameSessionPlacementOutput) String

String returns the string representation

type StartGameSessionPlacementRequest

type StartGameSessionPlacementRequest struct {
	*aws.Request
	Input *StartGameSessionPlacementInput
	Copy  func(*StartGameSessionPlacementInput) StartGameSessionPlacementRequest
}

StartGameSessionPlacementRequest is the request type for the StartGameSessionPlacement API operation.

func (StartGameSessionPlacementRequest) Send

Send marshals and sends the StartGameSessionPlacement API request.

type StartGameSessionPlacementResponse added in v0.9.0

type StartGameSessionPlacementResponse struct {
	*StartGameSessionPlacementOutput
	// contains filtered or unexported fields
}

StartGameSessionPlacementResponse is the response type for the StartGameSessionPlacement API operation.

func (*StartGameSessionPlacementResponse) SDKResponseMetdata added in v0.9.0

func (r *StartGameSessionPlacementResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the StartGameSessionPlacement request.

type StartMatchBackfillInput added in v0.3.0

type StartMatchBackfillInput struct {

	// Name of the matchmaker to use for this request. You can use either the configuration
	// name or ARN value. The ARN of the matchmaker that was used with the original
	// game session is listed in the GameSession object, MatchmakerData property.
	//
	// ConfigurationName is a required field
	ConfigurationName *string `min:"1" type:"string" required:"true"`

	// Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
	// that is assigned to a game session and uniquely identifies it. This is the
	// same as the game session ID.
	//
	// GameSessionArn is a required field
	GameSessionArn *string `min:"1" type:"string" required:"true"`

	// Match information on all players that are currently assigned to the game
	// session. This information is used by the matchmaker to find new players and
	// add them to the existing game.
	//
	//    * PlayerID, PlayerAttributes, Team -\\- This information is maintained
	//    in the GameSession object, MatchmakerData property, for all players who
	//    are currently assigned to the game session. The matchmaker data is in
	//    JSON syntax, formatted as a string. For more details, see Match Data (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data).
	//
	//    * LatencyInMs -\\- If the matchmaker uses player latency, include a latency
	//    value, in milliseconds, for the Region that the game session is currently
	//    in. Do not include latency values for any other Region.
	//
	// Players is a required field
	Players []Player `type:"list" required:"true"`

	// A unique identifier for a matchmaking ticket. If no ticket ID is specified
	// here, Amazon GameLift will generate one in the form of a UUID. Use this identifier
	// to track the match backfill ticket status and retrieve match results.
	TicketId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (StartMatchBackfillInput) String added in v0.3.0

func (s StartMatchBackfillInput) String() string

String returns the string representation

func (*StartMatchBackfillInput) Validate added in v0.3.0

func (s *StartMatchBackfillInput) Validate() error

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

type StartMatchBackfillOutput added in v0.3.0

type StartMatchBackfillOutput struct {

	// Ticket representing the backfill matchmaking request. This object includes
	// the information in the request, ticket status, and match results as generated
	// during the matchmaking process.
	MatchmakingTicket *MatchmakingTicket `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (StartMatchBackfillOutput) String added in v0.3.0

func (s StartMatchBackfillOutput) String() string

String returns the string representation

type StartMatchBackfillRequest added in v0.3.0

type StartMatchBackfillRequest struct {
	*aws.Request
	Input *StartMatchBackfillInput
	Copy  func(*StartMatchBackfillInput) StartMatchBackfillRequest
}

StartMatchBackfillRequest is the request type for the StartMatchBackfill API operation.

func (StartMatchBackfillRequest) Send added in v0.3.0

Send marshals and sends the StartMatchBackfill API request.

type StartMatchBackfillResponse added in v0.9.0

type StartMatchBackfillResponse struct {
	*StartMatchBackfillOutput
	// contains filtered or unexported fields
}

StartMatchBackfillResponse is the response type for the StartMatchBackfill API operation.

func (*StartMatchBackfillResponse) SDKResponseMetdata added in v0.9.0

func (r *StartMatchBackfillResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the StartMatchBackfill request.

type StartMatchmakingInput

type StartMatchmakingInput struct {

	// Name of the matchmaking configuration to use for this request. Matchmaking
	// configurations must exist in the same Region as this request. You can use
	// either the configuration name or ARN value.
	//
	// ConfigurationName is a required field
	ConfigurationName *string `min:"1" type:"string" required:"true"`

	// Information on each player to be matched. This information must include a
	// player ID, and may contain player attributes and latency data to be used
	// in the matchmaking process. After a successful match, Player objects contain
	// the name of the team the player is assigned to.
	//
	// Players is a required field
	Players []Player `type:"list" required:"true"`

	// A unique identifier for a matchmaking ticket. If no ticket ID is specified
	// here, Amazon GameLift will generate one in the form of a UUID. Use this identifier
	// to track the matchmaking ticket status and retrieve match results.
	TicketId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (StartMatchmakingInput) String

func (s StartMatchmakingInput) String() string

String returns the string representation

func (*StartMatchmakingInput) Validate

func (s *StartMatchmakingInput) Validate() error

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

type StartMatchmakingOutput

type StartMatchmakingOutput struct {

	// Ticket representing the matchmaking request. This object include the information
	// included in the request, ticket status, and match results as generated during
	// the matchmaking process.
	MatchmakingTicket *MatchmakingTicket `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (StartMatchmakingOutput) String

func (s StartMatchmakingOutput) String() string

String returns the string representation

type StartMatchmakingRequest

type StartMatchmakingRequest struct {
	*aws.Request
	Input *StartMatchmakingInput
	Copy  func(*StartMatchmakingInput) StartMatchmakingRequest
}

StartMatchmakingRequest is the request type for the StartMatchmaking API operation.

func (StartMatchmakingRequest) Send

Send marshals and sends the StartMatchmaking API request.

type StartMatchmakingResponse added in v0.9.0

type StartMatchmakingResponse struct {
	*StartMatchmakingOutput
	// contains filtered or unexported fields
}

StartMatchmakingResponse is the response type for the StartMatchmaking API operation.

func (*StartMatchmakingResponse) SDKResponseMetdata added in v0.9.0

func (r *StartMatchmakingResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the StartMatchmaking request.

type StopFleetActionsInput added in v0.4.0

type StopFleetActionsInput struct {

	// List of actions to suspend on the fleet.
	//
	// Actions is a required field
	Actions []FleetAction `min:"1" type:"list" required:"true"`

	// A unique identifier for a fleet to stop actions on. 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
}

func (StopFleetActionsInput) String added in v0.4.0

func (s StopFleetActionsInput) String() string

String returns the string representation

func (*StopFleetActionsInput) Validate added in v0.4.0

func (s *StopFleetActionsInput) Validate() error

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

type StopFleetActionsOutput added in v0.4.0

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

func (StopFleetActionsOutput) String added in v0.4.0

func (s StopFleetActionsOutput) String() string

String returns the string representation

type StopFleetActionsRequest added in v0.4.0

type StopFleetActionsRequest struct {
	*aws.Request
	Input *StopFleetActionsInput
	Copy  func(*StopFleetActionsInput) StopFleetActionsRequest
}

StopFleetActionsRequest is the request type for the StopFleetActions API operation.

func (StopFleetActionsRequest) Send added in v0.4.0

Send marshals and sends the StopFleetActions API request.

type StopFleetActionsResponse added in v0.9.0

type StopFleetActionsResponse struct {
	*StopFleetActionsOutput
	// contains filtered or unexported fields
}

StopFleetActionsResponse is the response type for the StopFleetActions API operation.

func (*StopFleetActionsResponse) SDKResponseMetdata added in v0.9.0

func (r *StopFleetActionsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the StopFleetActions request.

type StopGameSessionPlacementInput

type StopGameSessionPlacementInput struct {

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

Represents the input for a request action.

func (StopGameSessionPlacementInput) String

String returns the string representation

func (*StopGameSessionPlacementInput) Validate

func (s *StopGameSessionPlacementInput) Validate() error

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

type StopGameSessionPlacementOutput

type StopGameSessionPlacementOutput struct {

	// Object that describes the canceled game session placement, with CANCELLED
	// status and an end time stamp.
	GameSessionPlacement *GameSessionPlacement `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (StopGameSessionPlacementOutput) String

String returns the string representation

type StopGameSessionPlacementRequest

type StopGameSessionPlacementRequest struct {
	*aws.Request
	Input *StopGameSessionPlacementInput
	Copy  func(*StopGameSessionPlacementInput) StopGameSessionPlacementRequest
}

StopGameSessionPlacementRequest is the request type for the StopGameSessionPlacement API operation.

func (StopGameSessionPlacementRequest) Send

Send marshals and sends the StopGameSessionPlacement API request.

type StopGameSessionPlacementResponse added in v0.9.0

type StopGameSessionPlacementResponse struct {
	*StopGameSessionPlacementOutput
	// contains filtered or unexported fields
}

StopGameSessionPlacementResponse is the response type for the StopGameSessionPlacement API operation.

func (*StopGameSessionPlacementResponse) SDKResponseMetdata added in v0.9.0

func (r *StopGameSessionPlacementResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the StopGameSessionPlacement request.

type StopMatchmakingInput

type StopMatchmakingInput struct {

	// A unique identifier for a matchmaking ticket.
	//
	// TicketId is a required field
	TicketId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (StopMatchmakingInput) String

func (s StopMatchmakingInput) String() string

String returns the string representation

func (*StopMatchmakingInput) Validate

func (s *StopMatchmakingInput) Validate() error

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

type StopMatchmakingOutput

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

func (StopMatchmakingOutput) String

func (s StopMatchmakingOutput) String() string

String returns the string representation

type StopMatchmakingRequest

type StopMatchmakingRequest struct {
	*aws.Request
	Input *StopMatchmakingInput
	Copy  func(*StopMatchmakingInput) StopMatchmakingRequest
}

StopMatchmakingRequest is the request type for the StopMatchmaking API operation.

func (StopMatchmakingRequest) Send

Send marshals and sends the StopMatchmaking API request.

type StopMatchmakingResponse added in v0.9.0

type StopMatchmakingResponse struct {
	*StopMatchmakingOutput
	// contains filtered or unexported fields
}

StopMatchmakingResponse is the response type for the StopMatchmaking API operation.

func (*StopMatchmakingResponse) SDKResponseMetdata added in v0.9.0

func (r *StopMatchmakingResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the StopMatchmaking request.

type SuspendGameServerGroupInput added in v0.21.0

type SuspendGameServerGroupInput struct {

	// The unique identifier of the game server group to stop activity on. Use either
	// the GameServerGroup name or ARN value.
	//
	// GameServerGroupName is a required field
	GameServerGroupName *string `min:"1" type:"string" required:"true"`

	// The action to suspend for this game server group.
	//
	// SuspendActions is a required field
	SuspendActions []GameServerGroupAction `min:"1" type:"list" required:"true"`
	// contains filtered or unexported fields
}

func (SuspendGameServerGroupInput) String added in v0.21.0

String returns the string representation

func (*SuspendGameServerGroupInput) Validate added in v0.21.0

func (s *SuspendGameServerGroupInput) Validate() error

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

type SuspendGameServerGroupOutput added in v0.21.0

type SuspendGameServerGroupOutput struct {

	// An object that describes the game server group resource, with the SuspendedActions
	// property updated to reflect the suspended activity.
	GameServerGroup *GameServerGroup `type:"structure"`
	// contains filtered or unexported fields
}

func (SuspendGameServerGroupOutput) String added in v0.21.0

String returns the string representation

type SuspendGameServerGroupRequest added in v0.21.0

type SuspendGameServerGroupRequest struct {
	*aws.Request
	Input *SuspendGameServerGroupInput
	Copy  func(*SuspendGameServerGroupInput) SuspendGameServerGroupRequest
}

SuspendGameServerGroupRequest is the request type for the SuspendGameServerGroup API operation.

func (SuspendGameServerGroupRequest) Send added in v0.21.0

Send marshals and sends the SuspendGameServerGroup API request.

type SuspendGameServerGroupResponse added in v0.21.0

type SuspendGameServerGroupResponse struct {
	*SuspendGameServerGroupOutput
	// contains filtered or unexported fields
}

SuspendGameServerGroupResponse is the response type for the SuspendGameServerGroup API operation.

func (*SuspendGameServerGroupResponse) SDKResponseMetdata added in v0.21.0

func (r *SuspendGameServerGroupResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the SuspendGameServerGroup request.

type Tag added in v0.19.0

type Tag struct {

	// The key for a developer-defined key:value pair for tagging an AWS resource.
	//
	// Key is a required field
	Key *string `min:"1" type:"string" required:"true"`

	// The value for a developer-defined key:value pair for tagging an AWS resource.
	//
	// Value is a required field
	Value *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

A label that can be assigned to a GameLift resource.

Learn more

Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS General Reference

AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/)

Related operations

  • TagResource

  • UntagResource

  • ListTagsForResource

func (Tag) String added in v0.19.0

func (s Tag) String() string

String returns the string representation

func (*Tag) Validate added in v0.19.0

func (s *Tag) Validate() error

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

type TagResourceInput added in v0.19.0

type TagResourceInput struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to and uniquely identifies the GameLift resource that you
	// want to assign tags to. GameLift resource ARNs are included in the data object
	// for the resource, which can be retrieved by calling a List or Describe action
	// for the resource type.
	//
	// ResourceARN is a required field
	ResourceARN *string `min:"1" type:"string" required:"true"`

	// A list of one or more tags to assign to the specified GameLift resource.
	// Tags are developer-defined and structured as key-value pairs. The maximum
	// tag limit may be lower than stated. See Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
	// for actual tagging limits.
	//
	// Tags is a required field
	Tags []Tag `type:"list" required:"true"`
	// contains filtered or unexported fields
}

func (TagResourceInput) String added in v0.19.0

func (s TagResourceInput) String() string

String returns the string representation

func (*TagResourceInput) Validate added in v0.19.0

func (s *TagResourceInput) Validate() error

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

type TagResourceOutput added in v0.19.0

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

func (TagResourceOutput) String added in v0.19.0

func (s TagResourceOutput) String() string

String returns the string representation

type TagResourceRequest added in v0.19.0

type TagResourceRequest struct {
	*aws.Request
	Input *TagResourceInput
	Copy  func(*TagResourceInput) TagResourceRequest
}

TagResourceRequest is the request type for the TagResource API operation.

func (TagResourceRequest) Send added in v0.19.0

Send marshals and sends the TagResource API request.

type TagResourceResponse added in v0.19.0

type TagResourceResponse struct {
	*TagResourceOutput
	// contains filtered or unexported fields
}

TagResourceResponse is the response type for the TagResource API operation.

func (*TagResourceResponse) SDKResponseMetdata added in v0.19.0

func (r *TagResourceResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the TagResource request.

type TargetConfiguration added in v0.4.0

type TargetConfiguration struct {

	// Desired value to use with a target-based scaling policy. The value must be
	// relevant for whatever metric the scaling policy is using. For example, in
	// a policy using the metric PercentAvailableGameSessions, the target value
	// should be the preferred size of the fleet's buffer (the percent of capacity
	// that should be idle and ready for new game sessions).
	//
	// TargetValue is a required field
	TargetValue *float64 `type:"double" required:"true"`
	// contains filtered or unexported fields
}

Settings for a target-based scaling policy (see ScalingPolicy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value.

  • DescribeFleetCapacity

  • UpdateFleetCapacity

  • DescribeEC2InstanceLimits

  • Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling)

  • Manage fleet actions: StartFleetActions StopFleetActions

func (TargetConfiguration) String added in v0.4.0

func (s TargetConfiguration) String() string

String returns the string representation

func (*TargetConfiguration) Validate added in v0.4.0

func (s *TargetConfiguration) Validate() error

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

type TargetTrackingConfiguration added in v0.21.0

type TargetTrackingConfiguration struct {

	// Desired value to use with a game server group target-based scaling policy.
	//
	// TargetValue is a required field
	TargetValue *float64 `type:"double" required:"true"`
	// contains filtered or unexported fields
}

This data type is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Settings for a target-based scaling policy applied to Auto Scaling group. These settings are used to create a target-based policy that tracks the GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.

func (TargetTrackingConfiguration) String added in v0.21.0

String returns the string representation

func (*TargetTrackingConfiguration) Validate added in v0.21.0

func (s *TargetTrackingConfiguration) Validate() error

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

type UntagResourceInput added in v0.19.0

type UntagResourceInput struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to and uniquely identifies the GameLift resource that you
	// want to remove tags from. GameLift resource ARNs are included in the data
	// object for the resource, which can be retrieved by calling a List or Describe
	// action for the resource type.
	//
	// ResourceARN is a required field
	ResourceARN *string `min:"1" type:"string" required:"true"`

	// A list of one or more tag keys to remove from the specified GameLift resource.
	// An AWS resource can have only one tag with a specific tag key, so specifying
	// the tag key identifies which tag to remove.
	//
	// TagKeys is a required field
	TagKeys []string `type:"list" required:"true"`
	// contains filtered or unexported fields
}

func (UntagResourceInput) String added in v0.19.0

func (s UntagResourceInput) String() string

String returns the string representation

func (*UntagResourceInput) Validate added in v0.19.0

func (s *UntagResourceInput) Validate() error

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

type UntagResourceOutput added in v0.19.0

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

func (UntagResourceOutput) String added in v0.19.0

func (s UntagResourceOutput) String() string

String returns the string representation

type UntagResourceRequest added in v0.19.0

type UntagResourceRequest struct {
	*aws.Request
	Input *UntagResourceInput
	Copy  func(*UntagResourceInput) UntagResourceRequest
}

UntagResourceRequest is the request type for the UntagResource API operation.

func (UntagResourceRequest) Send added in v0.19.0

Send marshals and sends the UntagResource API request.

type UntagResourceResponse added in v0.19.0

type UntagResourceResponse struct {
	*UntagResourceOutput
	// contains filtered or unexported fields
}

UntagResourceResponse is the response type for the UntagResource API operation.

func (*UntagResourceResponse) SDKResponseMetdata added in v0.19.0

func (r *UntagResourceResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the UntagResource request.

type UpdateAliasInput

type UpdateAliasInput struct {

	// A unique identifier for the alias that you want to update. You can use either
	// the alias ID or ARN value.
	//
	// AliasId is a required field
	AliasId *string `type:"string" required:"true"`

	// 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 *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
}

Represents the input for a request action.

func (UpdateAliasInput) String

func (s UpdateAliasInput) String() string

String returns the string representation

func (*UpdateAliasInput) Validate

func (s *UpdateAliasInput) Validate() error

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

type UpdateAliasOutput

type UpdateAliasOutput struct {

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

Represents the returned data in response to a request action.

func (UpdateAliasOutput) String

func (s UpdateAliasOutput) String() string

String returns the string representation

type UpdateAliasRequest

type UpdateAliasRequest struct {
	*aws.Request
	Input *UpdateAliasInput
	Copy  func(*UpdateAliasInput) UpdateAliasRequest
}

UpdateAliasRequest is the request type for the UpdateAlias API operation.

func (UpdateAliasRequest) Send

Send marshals and sends the UpdateAlias API request.

type UpdateAliasResponse added in v0.9.0

type UpdateAliasResponse struct {
	*UpdateAliasOutput
	// contains filtered or unexported fields
}

UpdateAliasResponse is the response type for the UpdateAlias API operation.

func (*UpdateAliasResponse) SDKResponseMetdata added in v0.9.0

func (r *UpdateAliasResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the UpdateAlias request.

type UpdateBuildInput

type UpdateBuildInput struct {

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

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

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

Represents the input for a request action.

func (UpdateBuildInput) String

func (s UpdateBuildInput) String() string

String returns the string representation

func (*UpdateBuildInput) Validate

func (s *UpdateBuildInput) Validate() error

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

type UpdateBuildOutput

type UpdateBuildOutput struct {

	// The updated build resource.
	Build *Build `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (UpdateBuildOutput) String

func (s UpdateBuildOutput) String() string

String returns the string representation

type UpdateBuildRequest

type UpdateBuildRequest struct {
	*aws.Request
	Input *UpdateBuildInput
	Copy  func(*UpdateBuildInput) UpdateBuildRequest
}

UpdateBuildRequest is the request type for the UpdateBuild API operation.

func (UpdateBuildRequest) Send

Send marshals and sends the UpdateBuild API request.

type UpdateBuildResponse added in v0.9.0

type UpdateBuildResponse struct {
	*UpdateBuildOutput
	// contains filtered or unexported fields
}

UpdateBuildResponse is the response type for the UpdateBuild API operation.

func (*UpdateBuildResponse) SDKResponseMetdata added in v0.9.0

func (r *UpdateBuildResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the UpdateBuild request.

type UpdateFleetAttributesInput

type UpdateFleetAttributesInput struct {

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

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

	// Names of metric groups to include this fleet in. Amazon CloudWatch uses a
	// fleet metric group is to aggregate metrics from multiple fleets. Use an existing
	// metric group name to add this fleet to the group. Or use a new name to create
	// a new metric group. A fleet can only be included in one metric group at a
	// time.
	MetricGroups []string `type:"list"`

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

	// Game session protection policy to apply to all new instances created in this
	// fleet. Instances that already exist are not affected. You can set protection
	// for individual instances using UpdateGameSession.
	//
	//    * NoProtection -- The game session can be terminated during a scale-down
	//    event.
	//
	//    * FullProtection -- If the game session is in an ACTIVE status, it cannot
	//    be terminated during a scale-down event.
	NewGameSessionProtectionPolicy ProtectionPolicy `type:"string" enum:"true"`

	// Policy that limits the number of game sessions an individual player can create
	// over a span of time.
	ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (UpdateFleetAttributesInput) String

String returns the string representation

func (*UpdateFleetAttributesInput) Validate

func (s *UpdateFleetAttributesInput) Validate() error

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

type UpdateFleetAttributesOutput

type UpdateFleetAttributesOutput struct {

	// A unique identifier for a fleet that was updated. Use either the fleet ID
	// or ARN value.
	FleetId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (UpdateFleetAttributesOutput) String

String returns the string representation

type UpdateFleetAttributesRequest

type UpdateFleetAttributesRequest struct {
	*aws.Request
	Input *UpdateFleetAttributesInput
	Copy  func(*UpdateFleetAttributesInput) UpdateFleetAttributesRequest
}

UpdateFleetAttributesRequest is the request type for the UpdateFleetAttributes API operation.

func (UpdateFleetAttributesRequest) Send

Send marshals and sends the UpdateFleetAttributes API request.

type UpdateFleetAttributesResponse added in v0.9.0

type UpdateFleetAttributesResponse struct {
	*UpdateFleetAttributesOutput
	// contains filtered or unexported fields
}

UpdateFleetAttributesResponse is the response type for the UpdateFleetAttributes API operation.

func (*UpdateFleetAttributesResponse) SDKResponseMetdata added in v0.9.0

func (r *UpdateFleetAttributesResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the UpdateFleetAttributes request.

type UpdateFleetCapacityInput

type UpdateFleetCapacityInput struct {

	// Number of EC2 instances you want this fleet to host.
	DesiredInstances *int64 `type:"integer"`

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

	// The maximum value allowed for the fleet's instance count. Default if not
	// set is 1.
	MaxSize *int64 `type:"integer"`

	// The minimum value allowed for the fleet's instance count. Default if not
	// set is 0.
	MinSize *int64 `type:"integer"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (UpdateFleetCapacityInput) String

func (s UpdateFleetCapacityInput) String() string

String returns the string representation

func (*UpdateFleetCapacityInput) Validate

func (s *UpdateFleetCapacityInput) Validate() error

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

type UpdateFleetCapacityOutput

type UpdateFleetCapacityOutput struct {

	// A unique identifier for a fleet that was updated.
	FleetId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (UpdateFleetCapacityOutput) String

func (s UpdateFleetCapacityOutput) String() string

String returns the string representation

type UpdateFleetCapacityRequest

type UpdateFleetCapacityRequest struct {
	*aws.Request
	Input *UpdateFleetCapacityInput
	Copy  func(*UpdateFleetCapacityInput) UpdateFleetCapacityRequest
}

UpdateFleetCapacityRequest is the request type for the UpdateFleetCapacity API operation.

func (UpdateFleetCapacityRequest) Send

Send marshals and sends the UpdateFleetCapacity API request.

type UpdateFleetCapacityResponse added in v0.9.0

type UpdateFleetCapacityResponse struct {
	*UpdateFleetCapacityOutput
	// contains filtered or unexported fields
}

UpdateFleetCapacityResponse is the response type for the UpdateFleetCapacity API operation.

func (*UpdateFleetCapacityResponse) SDKResponseMetdata added in v0.9.0

func (r *UpdateFleetCapacityResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the UpdateFleetCapacity request.

type UpdateFleetPortSettingsInput

type UpdateFleetPortSettingsInput struct {

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

	// A collection of port settings to be added to the fleet resource.
	InboundPermissionAuthorizations []IpPermission `type:"list"`

	// A collection of port settings to be removed from the fleet resource.
	InboundPermissionRevocations []IpPermission `type:"list"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (UpdateFleetPortSettingsInput) String

String returns the string representation

func (*UpdateFleetPortSettingsInput) Validate

func (s *UpdateFleetPortSettingsInput) Validate() error

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

type UpdateFleetPortSettingsOutput

type UpdateFleetPortSettingsOutput struct {

	// A unique identifier for a fleet that was updated.
	FleetId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (UpdateFleetPortSettingsOutput) String

String returns the string representation

type UpdateFleetPortSettingsRequest

type UpdateFleetPortSettingsRequest struct {
	*aws.Request
	Input *UpdateFleetPortSettingsInput
	Copy  func(*UpdateFleetPortSettingsInput) UpdateFleetPortSettingsRequest
}

UpdateFleetPortSettingsRequest is the request type for the UpdateFleetPortSettings API operation.

func (UpdateFleetPortSettingsRequest) Send

Send marshals and sends the UpdateFleetPortSettings API request.

type UpdateFleetPortSettingsResponse added in v0.9.0

type UpdateFleetPortSettingsResponse struct {
	*UpdateFleetPortSettingsOutput
	// contains filtered or unexported fields
}

UpdateFleetPortSettingsResponse is the response type for the UpdateFleetPortSettings API operation.

func (*UpdateFleetPortSettingsResponse) SDKResponseMetdata added in v0.9.0

func (r *UpdateFleetPortSettingsResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the UpdateFleetPortSettings request.

type UpdateGameServerGroupInput added in v0.21.0

type UpdateGameServerGroupInput struct {

	// The fallback balancing method to use for the game server group when Spot
	// instances in a Region become unavailable or are not viable for game hosting.
	// Once triggered, this method remains active until Spot instances can once
	// again be used. Method options include:
	//
	//    * SPOT_ONLY -- If Spot instances are unavailable, the game server group
	//    provides no hosting capacity. No new instances are started, and the existing
	//    nonviable Spot instances are terminated (once current gameplay ends) and
	//    not replaced.
	//
	//    * SPOT_PREFERRED -- If Spot instances are unavailable, the game server
	//    group continues to provide hosting capacity by using On-Demand instances.
	//    Existing nonviable Spot instances are terminated (once current gameplay
	//    ends) and replaced with new On-Demand instances.
	BalancingStrategy BalancingStrategy `type:"string" enum:"true"`

	// The unique identifier of the game server group to update. Use either the
	// GameServerGroup name or ARN value.
	//
	// 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 may by 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. An exception to this is Spot Instances,
	// which may be terminated by AWS regardless of protection status. This property
	// is set to NO_PROTECTION by default.
	GameServerProtectionPolicy GameServerProtectionPolicy `type:"string" enum:"true"`

	// An updated list of EC2 instance types to use when creating instances in the
	// group. The instance definition must specify instance types that are supported
	// by GameLift FleetIQ, and must include at least two instance types. This updated
	// list replaces the entire current list of instance definitions for the game
	// server group. 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..
	InstanceDefinitions []InstanceDefinition `min:"2" type:"list"`

	// 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. The submitted role is validated to ensure that it contains the necessary
	// permissions for game server groups.
	RoleArn *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

func (UpdateGameServerGroupInput) String added in v0.21.0

String returns the string representation

func (*UpdateGameServerGroupInput) Validate added in v0.21.0

func (s *UpdateGameServerGroupInput) Validate() error

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

type UpdateGameServerGroupOutput added in v0.21.0

type UpdateGameServerGroupOutput struct {

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

func (UpdateGameServerGroupOutput) String added in v0.21.0

String returns the string representation

type UpdateGameServerGroupRequest added in v0.21.0

type UpdateGameServerGroupRequest struct {
	*aws.Request
	Input *UpdateGameServerGroupInput
	Copy  func(*UpdateGameServerGroupInput) UpdateGameServerGroupRequest
}

UpdateGameServerGroupRequest is the request type for the UpdateGameServerGroup API operation.

func (UpdateGameServerGroupRequest) Send added in v0.21.0

Send marshals and sends the UpdateGameServerGroup API request.

type UpdateGameServerGroupResponse added in v0.21.0

type UpdateGameServerGroupResponse struct {
	*UpdateGameServerGroupOutput
	// contains filtered or unexported fields
}

UpdateGameServerGroupResponse is the response type for the UpdateGameServerGroup API operation.

func (*UpdateGameServerGroupResponse) SDKResponseMetdata added in v0.21.0

func (r *UpdateGameServerGroupResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the UpdateGameServerGroup request.

type UpdateGameServerInput added in v0.21.0

type UpdateGameServerInput struct {

	// A game server tag that can be used to request sorted lists of game servers
	// using ListGameServers. Custom sort keys are developer-defined based on how
	// you want to organize the retrieved game server information.
	CustomSortKey *string `min:"1" type:"string"`

	// 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 a game servers using DescribeGameServer or ClaimGameServer.
	GameServerData *string `min:"1" type:"string"`

	// An 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"`

	// The identifier for the game server to be updated.
	//
	// GameServerId is a required field
	GameServerId *string `min:"3" type:"string" required:"true"`

	// Indicates health status of the game server. An update that explicitly includes
	// this parameter updates the game server's LastHealthCheckTime time stamp.
	HealthCheck GameServerHealthCheck `type:"string" enum:"true"`

	// Indicates whether the game server is available or is currently hosting gameplay.
	UtilizationStatus GameServerUtilizationStatus `type:"string" enum:"true"`
	// contains filtered or unexported fields
}

func (UpdateGameServerInput) String added in v0.21.0

func (s UpdateGameServerInput) String() string

String returns the string representation

func (*UpdateGameServerInput) Validate added in v0.21.0

func (s *UpdateGameServerInput) Validate() error

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

type UpdateGameServerOutput added in v0.21.0

type UpdateGameServerOutput struct {

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

func (UpdateGameServerOutput) String added in v0.21.0

func (s UpdateGameServerOutput) String() string

String returns the string representation

type UpdateGameServerRequest added in v0.21.0

type UpdateGameServerRequest struct {
	*aws.Request
	Input *UpdateGameServerInput
	Copy  func(*UpdateGameServerInput) UpdateGameServerRequest
}

UpdateGameServerRequest is the request type for the UpdateGameServer API operation.

func (UpdateGameServerRequest) Send added in v0.21.0

Send marshals and sends the UpdateGameServer API request.

type UpdateGameServerResponse added in v0.21.0

type UpdateGameServerResponse struct {
	*UpdateGameServerOutput
	// contains filtered or unexported fields
}

UpdateGameServerResponse is the response type for the UpdateGameServer API operation.

func (*UpdateGameServerResponse) SDKResponseMetdata added in v0.21.0

func (r *UpdateGameServerResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the UpdateGameServer request.

type UpdateGameSessionInput

type UpdateGameSessionInput struct {

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

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

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

	// Policy determining whether or not the game session accepts new players.
	PlayerSessionCreationPolicy PlayerSessionCreationPolicy `type:"string" enum:"true"`

	// Game session protection policy to apply to this game session only.
	//
	//    * NoProtection -- The game session can be terminated during a scale-down
	//    event.
	//
	//    * FullProtection -- If the game session is in an ACTIVE status, it cannot
	//    be terminated during a scale-down event.
	ProtectionPolicy ProtectionPolicy `type:"string" enum:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (UpdateGameSessionInput) String

func (s UpdateGameSessionInput) String() string

String returns the string representation

func (*UpdateGameSessionInput) Validate

func (s *UpdateGameSessionInput) Validate() error

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

type UpdateGameSessionOutput

type UpdateGameSessionOutput struct {

	// The updated game session metadata.
	GameSession *GameSession `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (UpdateGameSessionOutput) String

func (s UpdateGameSessionOutput) String() string

String returns the string representation

type UpdateGameSessionQueueInput

type UpdateGameSessionQueueInput 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. When updating this
	// list, provide a complete list of destinations.
	Destinations []GameSessionQueueDestination `type:"list"`

	// 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"`

	// 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. When updating policies, provide a complete
	// collection of policies.
	PlayerLatencyPolicies []PlayerLatencyPolicy `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 action.

func (UpdateGameSessionQueueInput) String

String returns the string representation

func (*UpdateGameSessionQueueInput) Validate

func (s *UpdateGameSessionQueueInput) Validate() error

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

type UpdateGameSessionQueueOutput

type UpdateGameSessionQueueOutput struct {

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

Represents the returned data in response to a request action.

func (UpdateGameSessionQueueOutput) String

String returns the string representation

type UpdateGameSessionQueueRequest

type UpdateGameSessionQueueRequest struct {
	*aws.Request
	Input *UpdateGameSessionQueueInput
	Copy  func(*UpdateGameSessionQueueInput) UpdateGameSessionQueueRequest
}

UpdateGameSessionQueueRequest is the request type for the UpdateGameSessionQueue API operation.

func (UpdateGameSessionQueueRequest) Send

Send marshals and sends the UpdateGameSessionQueue API request.

type UpdateGameSessionQueueResponse added in v0.9.0

type UpdateGameSessionQueueResponse struct {
	*UpdateGameSessionQueueOutput
	// contains filtered or unexported fields
}

UpdateGameSessionQueueResponse is the response type for the UpdateGameSessionQueue API operation.

func (*UpdateGameSessionQueueResponse) SDKResponseMetdata added in v0.9.0

func (r *UpdateGameSessionQueueResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the UpdateGameSessionQueue request.

type UpdateGameSessionRequest

type UpdateGameSessionRequest struct {
	*aws.Request
	Input *UpdateGameSessionInput
	Copy  func(*UpdateGameSessionInput) UpdateGameSessionRequest
}

UpdateGameSessionRequest is the request type for the UpdateGameSession API operation.

func (UpdateGameSessionRequest) Send

Send marshals and sends the UpdateGameSession API request.

type UpdateGameSessionResponse added in v0.9.0

type UpdateGameSessionResponse struct {
	*UpdateGameSessionOutput
	// contains filtered or unexported fields
}

UpdateGameSessionResponse is the response type for the UpdateGameSession API operation.

func (*UpdateGameSessionResponse) SDKResponseMetdata added in v0.9.0

func (r *UpdateGameSessionResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the UpdateGameSession request.

type UpdateMatchmakingConfigurationInput

type UpdateMatchmakingConfigurationInput struct {

	// A flag that indicates whether a match that was created with this configuration
	// must be accepted by the matched players. To require acceptance, set to TRUE.
	AcceptanceRequired *bool `type:"boolean"`

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

	// 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.
	AdditionalPlayerCount *int64 `type:"integer"`

	// The method that is used to backfill game sessions 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/developerguide/match-backfill.html).
	BackfillMode BackfillMode `type:"string" enum:"true"`

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

	// A descriptive label that is associated with matchmaking configuration.
	Description *string `min:"1" type:"string"`

	// A set of custom properties for a game session, formatted as key-value pairs.
	// These properties are passed to a game server process in the GameSession object
	// with a request to start a new game session (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.
	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.
	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. These queues are used when placing
	// game sessions for matches that are created with this matchmaking configuration.
	// Queues can be located in any Region.
	GameSessionQueueArns []string `type:"list"`

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

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

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

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

Represents the input for a request action.

func (UpdateMatchmakingConfigurationInput) String

String returns the string representation

func (*UpdateMatchmakingConfigurationInput) Validate

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

type UpdateMatchmakingConfigurationOutput

type UpdateMatchmakingConfigurationOutput struct {

	// The updated matchmaking configuration.
	Configuration *MatchmakingConfiguration `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (UpdateMatchmakingConfigurationOutput) String

String returns the string representation

type UpdateMatchmakingConfigurationRequest

type UpdateMatchmakingConfigurationRequest struct {
	*aws.Request
	Input *UpdateMatchmakingConfigurationInput
	Copy  func(*UpdateMatchmakingConfigurationInput) UpdateMatchmakingConfigurationRequest
}

UpdateMatchmakingConfigurationRequest is the request type for the UpdateMatchmakingConfiguration API operation.

func (UpdateMatchmakingConfigurationRequest) Send

Send marshals and sends the UpdateMatchmakingConfiguration API request.

type UpdateMatchmakingConfigurationResponse added in v0.9.0

type UpdateMatchmakingConfigurationResponse struct {
	*UpdateMatchmakingConfigurationOutput
	// contains filtered or unexported fields
}

UpdateMatchmakingConfigurationResponse is the response type for the UpdateMatchmakingConfiguration API operation.

func (*UpdateMatchmakingConfigurationResponse) SDKResponseMetdata added in v0.9.0

func (r *UpdateMatchmakingConfigurationResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the UpdateMatchmakingConfiguration request.

type UpdateRuntimeConfigurationInput

type UpdateRuntimeConfigurationInput struct {

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

	// Instructions for launching server processes on each instance in the fleet.
	// Server processes run either a custom game build executable or a Realtime
	// Servers script. The runtime configuration lists the types of server processes
	// to run on an instance and includes the following configuration settings:
	// the server executable or launch script file, launch parameters, and the number
	// of processes to run concurrently on each instance. A CreateFleet request
	// must include a runtime configuration with at least one server process configuration.
	//
	// RuntimeConfiguration is a required field
	RuntimeConfiguration *RuntimeConfiguration `type:"structure" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (UpdateRuntimeConfigurationInput) String

String returns the string representation

func (*UpdateRuntimeConfigurationInput) Validate

func (s *UpdateRuntimeConfigurationInput) Validate() error

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

type UpdateRuntimeConfigurationOutput

type UpdateRuntimeConfigurationOutput struct {

	// The runtime configuration currently in force. If the update was successful,
	// this object matches the one in the request.
	RuntimeConfiguration *RuntimeConfiguration `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (UpdateRuntimeConfigurationOutput) String

String returns the string representation

type UpdateRuntimeConfigurationRequest

type UpdateRuntimeConfigurationRequest struct {
	*aws.Request
	Input *UpdateRuntimeConfigurationInput
	Copy  func(*UpdateRuntimeConfigurationInput) UpdateRuntimeConfigurationRequest
}

UpdateRuntimeConfigurationRequest is the request type for the UpdateRuntimeConfiguration API operation.

func (UpdateRuntimeConfigurationRequest) Send

Send marshals and sends the UpdateRuntimeConfiguration API request.

type UpdateRuntimeConfigurationResponse added in v0.9.0

type UpdateRuntimeConfigurationResponse struct {
	*UpdateRuntimeConfigurationOutput
	// contains filtered or unexported fields
}

UpdateRuntimeConfigurationResponse is the response type for the UpdateRuntimeConfiguration API operation.

func (*UpdateRuntimeConfigurationResponse) SDKResponseMetdata added in v0.9.0

func (r *UpdateRuntimeConfigurationResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the UpdateRuntimeConfiguration request.

type UpdateScriptInput added in v0.8.0

type UpdateScriptInput struct {

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

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

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

	// The version that is associated with a build or script. Version strings do
	// not need to be unique.
	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 (UpdateScriptInput) String added in v0.8.0

func (s UpdateScriptInput) String() string

String returns the string representation

func (*UpdateScriptInput) Validate added in v0.8.0

func (s *UpdateScriptInput) Validate() error

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

type UpdateScriptOutput added in v0.8.0

type UpdateScriptOutput struct {

	// The newly created script record with a unique script ID. 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 (UpdateScriptOutput) String added in v0.8.0

func (s UpdateScriptOutput) String() string

String returns the string representation

type UpdateScriptRequest added in v0.8.0

type UpdateScriptRequest struct {
	*aws.Request
	Input *UpdateScriptInput
	Copy  func(*UpdateScriptInput) UpdateScriptRequest
}

UpdateScriptRequest is the request type for the UpdateScript API operation.

func (UpdateScriptRequest) Send added in v0.8.0

Send marshals and sends the UpdateScript API request.

type UpdateScriptResponse added in v0.9.0

type UpdateScriptResponse struct {
	*UpdateScriptOutput
	// contains filtered or unexported fields
}

UpdateScriptResponse is the response type for the UpdateScript API operation.

func (*UpdateScriptResponse) SDKResponseMetdata added in v0.9.0

func (r *UpdateScriptResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the UpdateScript request.

type ValidateMatchmakingRuleSetInput

type ValidateMatchmakingRuleSetInput struct {

	// A collection of matchmaking rules to validate, formatted as a JSON string.
	//
	// RuleSetBody is a required field
	RuleSetBody *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (ValidateMatchmakingRuleSetInput) String

String returns the string representation

func (*ValidateMatchmakingRuleSetInput) Validate

func (s *ValidateMatchmakingRuleSetInput) Validate() error

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

type ValidateMatchmakingRuleSetOutput

type ValidateMatchmakingRuleSetOutput struct {

	// A response indicating whether the rule set is valid.
	Valid *bool `type:"boolean"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (ValidateMatchmakingRuleSetOutput) String

String returns the string representation

type ValidateMatchmakingRuleSetRequest

type ValidateMatchmakingRuleSetRequest struct {
	*aws.Request
	Input *ValidateMatchmakingRuleSetInput
	Copy  func(*ValidateMatchmakingRuleSetInput) ValidateMatchmakingRuleSetRequest
}

ValidateMatchmakingRuleSetRequest is the request type for the ValidateMatchmakingRuleSet API operation.

func (ValidateMatchmakingRuleSetRequest) Send

Send marshals and sends the ValidateMatchmakingRuleSet API request.

type ValidateMatchmakingRuleSetResponse added in v0.9.0

type ValidateMatchmakingRuleSetResponse struct {
	*ValidateMatchmakingRuleSetOutput
	// contains filtered or unexported fields
}

ValidateMatchmakingRuleSetResponse is the response type for the ValidateMatchmakingRuleSet API operation.

func (*ValidateMatchmakingRuleSetResponse) SDKResponseMetdata added in v0.9.0

func (r *ValidateMatchmakingRuleSetResponse) SDKResponseMetdata() *aws.Response

SDKResponseMetdata returns the response metadata for the ValidateMatchmakingRuleSet request.

type VpcPeeringAuthorization

type VpcPeeringAuthorization struct {

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

	// Time stamp indicating when this authorization expires (24 hours after issuance).
	// Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
	ExpirationTime *time.Time `type:"timestamp"`

	// 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 *string `min:"1" type:"string"`

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

Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued.

  • CreateVpcPeeringAuthorization

  • DescribeVpcPeeringAuthorizations

  • DeleteVpcPeeringAuthorization

  • CreateVpcPeeringConnection

  • DescribeVpcPeeringConnections

  • DeleteVpcPeeringConnection

func (VpcPeeringAuthorization) String

func (s VpcPeeringAuthorization) String() string

String returns the string representation

type VpcPeeringConnection

type VpcPeeringConnection struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
	// associated with the GameLift fleet resource for this connection.
	FleetArn *string `type:"string"`

	// A unique identifier for a fleet. This ID determines the ID of the Amazon
	// GameLift VPC for your fleet.
	FleetId *string `type:"string"`

	// A unique identifier for the VPC that contains the Amazon GameLift fleet for
	// this connection. This VPC is managed by Amazon GameLift and does not appear
	// in your AWS account.
	GameLiftVpcId *string `min:"1" type:"string"`

	// CIDR block of IPv4 addresses assigned to the VPC peering connection for the
	// GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with
	// it; these blocks cannot overlap or the peering connection cannot be created.
	IpV4CidrBlock *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 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 *string `min:"1" type:"string"`

	// The status information about the connection. Status indicates if a connection
	// is pending, successful, or failed.
	Status *VpcPeeringConnectionStatus `type:"structure"`

	// A unique identifier that is automatically assigned to the connection record.
	// This ID is referenced in VPC peering connection events, and is used when
	// deleting a connection with DeleteVpcPeeringConnection.
	VpcPeeringConnectionId *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents a peering connection between a VPC on one of your AWS accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established.

  • CreateVpcPeeringAuthorization

  • DescribeVpcPeeringAuthorizations

  • DeleteVpcPeeringAuthorization

  • CreateVpcPeeringConnection

  • DescribeVpcPeeringConnections

  • DeleteVpcPeeringConnection

func (VpcPeeringConnection) String

func (s VpcPeeringConnection) String() string

String returns the string representation

type VpcPeeringConnectionStatus

type VpcPeeringConnectionStatus struct {

	// Code indicating the status of a VPC peering connection.
	Code *string `min:"1" type:"string"`

	// Additional messaging associated with the connection status.
	Message *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents status information for a VPC peering connection. Status is associated with a VpcPeeringConnection object. Status codes and messages are provided from EC2 (see VpcPeeringConnectionStateReason (https://docs.aws.amazon.com/AWSEC2/latest/APIReference/API_VpcPeeringConnectionStateReason.html)). Connection status information is also communicated as a fleet Event.

func (VpcPeeringConnectionStatus) String

String returns the string representation

Source Files

Directories

Path Synopsis
Package gameliftiface provides an interface to enable mocking the Amazon GameLift service client for testing your code.
Package gameliftiface provides an interface to enable mocking the Amazon GameLift service client for testing your code.

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