// Code generated by private/model/cli/gen-api/main.go. DO NOT EDIT. package gamelift import ( "fmt" "time" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/awsutil" "github.com/aws/aws-sdk-go/aws/request" "github.com/aws/aws-sdk-go/private/protocol" "github.com/aws/aws-sdk-go/private/protocol/jsonrpc" ) const opCreateAlias = "CreateAlias" // CreateAliasRequest generates a "aws/request.Request" representing the // client's request for the CreateAlias operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See CreateAlias for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the CreateAlias method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the CreateAliasRequest method. // req, resp := client.CreateAliasRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput) { op := &request.Operation{ Name: opCreateAlias, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateAliasInput{} } output = &CreateAliasOutput{} req = c.newRequest(op, input, output) return } // CreateAlias API operation for Amazon GameLift. // // Creates an alias for a fleet. In most situations, you can use an alias ID // in place of a fleet ID. By using a fleet alias instead of a specific fleet // ID, you can switch gameplay and players to a new fleet without changing your // game client or other game components. For example, for games in production, // using an alias allows you to seamlessly redirect your player base to a new // game server update. // // Amazon GameLift supports two types of routing strategies for aliases: simple // and terminal. A simple alias points to an active fleet. A terminal alias // is used to display messaging or link to a URL instead of routing players // to an active fleet. For example, you might use a terminal alias when a game // version is no longer supported and you want to direct players to an upgrade // site. // // To create a fleet alias, specify an alias name, routing strategy, and optional // description. Each simple alias can point to only one fleet, but a fleet can // have multiple aliases. If successful, a new alias record is returned, including // an alias ID, which you can reference when creating a game session. You can // reassign an alias to another fleet by calling UpdateAlias. // // Alias-related operations include: // // * CreateAlias // // * ListAliases // // * DescribeAlias // // * UpdateAlias // // * DeleteAlias // // * ResolveAlias // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation CreateAlias for usage and error information. // // Returned Error Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeConflictException "ConflictException" // The requested operation would cause a conflict with the current state of // a service resource associated with the request. Resolve the conflict before // retrying this request. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeLimitExceededException "LimitExceededException" // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error) { req, out := c.CreateAliasRequest(input) return out, req.Send() } // CreateAliasWithContext is the same as CreateAlias with the addition of // the ability to pass a context and additional request options. // // See CreateAlias for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) CreateAliasWithContext(ctx aws.Context, input *CreateAliasInput, opts ...request.Option) (*CreateAliasOutput, error) { req, out := c.CreateAliasRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreateBuild = "CreateBuild" // CreateBuildRequest generates a "aws/request.Request" representing the // client's request for the CreateBuild operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See CreateBuild for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the CreateBuild method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the CreateBuildRequest method. // req, resp := client.CreateBuildRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput) { op := &request.Operation{ Name: opCreateBuild, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateBuildInput{} } output = &CreateBuildOutput{} req = c.newRequest(op, input, output) return } // CreateBuild API operation for Amazon GameLift. // // Creates a new Amazon GameLift build from a set of game server binary files // stored in an Amazon Simple Storage Service (Amazon S3) location. To use this // API call, create a .zip file containing all of the files for the build and // store it in an Amazon S3 bucket under your AWS account. For help on packaging // your build files and creating a build, see Uploading Your Game to Amazon // GameLift (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html). // // Use this API action ONLY if you are storing your game build files in an Amazon // S3 bucket. To create a build using files stored locally, use the CLI command // upload-build (http://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html), // which uploads the build files from a file location you specify. // // To create a new build using CreateBuild, identify the storage location and // operating system of your game build. You also have the option of specifying // a build name and version. If successful, this action creates a new build // record with an unique build ID and in INITIALIZED status. Use the API call // DescribeBuild to check the status of your build. A build must be in READY // status before it can be used to create fleets to host your game. // // Build-related operations include: // // * CreateBuild // // * ListBuilds // // * DescribeBuild // // * UpdateBuild // // * DeleteBuild // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation CreateBuild for usage and error information. // // Returned Error Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeConflictException "ConflictException" // The requested operation would cause a conflict with the current state of // a service resource associated with the request. Resolve the conflict before // retrying this request. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error) { req, out := c.CreateBuildRequest(input) return out, req.Send() } // CreateBuildWithContext is the same as CreateBuild with the addition of // the ability to pass a context and additional request options. // // See CreateBuild for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) CreateBuildWithContext(ctx aws.Context, input *CreateBuildInput, opts ...request.Option) (*CreateBuildOutput, error) { req, out := c.CreateBuildRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreateFleet = "CreateFleet" // CreateFleetRequest generates a "aws/request.Request" representing the // client's request for the CreateFleet operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See CreateFleet for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the CreateFleet method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the CreateFleetRequest method. // req, resp := client.CreateFleetRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput) { op := &request.Operation{ Name: opCreateFleet, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateFleetInput{} } output = &CreateFleetOutput{} req = c.newRequest(op, input, output) return } // CreateFleet API operation for Amazon GameLift. // // Creates a new fleet to run your game servers. A fleet is a set of Amazon // Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple // server processes to host game sessions. You configure a fleet to create instances // with certain hardware specifications (see Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/) // for more information), and deploy a specified game build to each instance. // A newly created fleet passes through several statuses; once it reaches the // ACTIVE status, it can begin hosting game sessions. // // To create a new fleet, you must specify the following: (1) fleet name, (2) // build ID of an uploaded game build, (3) an EC2 instance type, and (4) a run-time // configuration that describes which server processes to run on each instance // in the fleet. (Although the run-time configuration is not a required parameter, // the fleet cannot be successfully activated without it.) // // You can also configure the new fleet with the following settings: // // * Fleet description // // * Access permissions for inbound traffic // // * Fleetwide game session protection // // * Resource creation limit // // If you use Amazon CloudWatch for metrics, you can add the new fleet to a // metric group. This allows you to view aggregated metrics for a set of fleets. // Once you specify a metric group, the new fleet's metrics are included in // the metric group's data. // // If the CreateFleet call is successful, Amazon GameLift performs the following // tasks: // // * Creates a fleet record and sets the status to NEW (followed by other // statuses as the fleet is activated). // // * Sets the fleet's target capacity to 1 (desired instances), which causes // Amazon GameLift to start one new EC2 instance. // // * Starts launching server processes on the instance. If the fleet is configured // to run multiple server processes per instance, Amazon GameLift staggers // each launch by a few seconds. // // * Begins writing events to the fleet event log, which can be accessed // in the Amazon GameLift console. // // * Sets the fleet's status to ACTIVE as soon as one server process in the // fleet is ready to host a game session. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation CreateFleet for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeConflictException "ConflictException" // The requested operation would cause a conflict with the current state of // a service resource associated with the request. Resolve the conflict before // retrying this request. // // * ErrCodeLimitExceededException "LimitExceededException" // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error) { req, out := c.CreateFleetRequest(input) return out, req.Send() } // CreateFleetWithContext is the same as CreateFleet with the addition of // the ability to pass a context and additional request options. // // See CreateFleet for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) CreateFleetWithContext(ctx aws.Context, input *CreateFleetInput, opts ...request.Option) (*CreateFleetOutput, error) { req, out := c.CreateFleetRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreateGameSession = "CreateGameSession" // CreateGameSessionRequest generates a "aws/request.Request" representing the // client's request for the CreateGameSession operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See CreateGameSession for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the CreateGameSession method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the CreateGameSessionRequest method. // req, resp := client.CreateGameSessionRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput) { op := &request.Operation{ Name: opCreateGameSession, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateGameSessionInput{} } output = &CreateGameSessionOutput{} req = c.newRequest(op, input, output) return } // CreateGameSession API operation for Amazon GameLift. // // Creates a multiplayer game session for players. This action creates a game // session record and assigns an available server process in the specified fleet // to host the game session. A fleet must have an ACTIVE status before a game // session can be created in it. // // To create a game session, specify either fleet ID or alias ID and indicate // a maximum number of players to allow in the game session. You can also provide // a name and game-specific properties for this game session. If successful, // a GameSession object is returned containing game session properties, including // a game session ID with the custom string you provided. // // 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. // // By default, newly created game sessions allow new players to join. Use UpdateGameSession // to change the game session's player session creation policy. // // Available in Amazon GameLift Local. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation CreateGameSession for usage and error information. // // Returned Error Codes: // * ErrCodeConflictException "ConflictException" // The requested operation would cause a conflict with the current state of // a service resource associated with the request. Resolve the conflict before // retrying this request. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidFleetStatusException "InvalidFleetStatusException" // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the fleet. Resolve the conflict // before retrying. // // * ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeFleetCapacityExceededException "FleetCapacityExceededException" // The specified fleet has no available instances to fulfill a CreateGameSession // request. Clients can retry such requests immediately or after a waiting period. // // * ErrCodeLimitExceededException "LimitExceededException" // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * ErrCodeIdempotentParameterMismatchException "IdempotentParameterMismatchException" // A game session with this custom ID string already exists in this fleet. Resolve // this conflict before retrying this request. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error) { req, out := c.CreateGameSessionRequest(input) return out, req.Send() } // CreateGameSessionWithContext is the same as CreateGameSession with the addition of // the ability to pass a context and additional request options. // // See CreateGameSession for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) CreateGameSessionWithContext(ctx aws.Context, input *CreateGameSessionInput, opts ...request.Option) (*CreateGameSessionOutput, error) { req, out := c.CreateGameSessionRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreateGameSessionQueue = "CreateGameSessionQueue" // CreateGameSessionQueueRequest generates a "aws/request.Request" representing the // client's request for the CreateGameSessionQueue operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See CreateGameSessionQueue for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the CreateGameSessionQueue method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the CreateGameSessionQueueRequest method. // req, resp := client.CreateGameSessionQueueRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue func (c *GameLift) CreateGameSessionQueueRequest(input *CreateGameSessionQueueInput) (req *request.Request, output *CreateGameSessionQueueOutput) { op := &request.Operation{ Name: opCreateGameSessionQueue, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateGameSessionQueueInput{} } output = &CreateGameSessionQueueOutput{} req = c.newRequest(op, input, output) return } // CreateGameSessionQueue API operation for Amazon GameLift. // // Establishes a new queue for processing requests to place new game sessions. // A queue identifies where new game sessions can be hosted -- by specifying // a list of destinations (fleets or aliases) -- and how long requests can wait // in the queue before timing out. You can set up a queue to try to place game // sessions on fleets in multiple regions. To add placement requests to a queue, // call StartGameSessionPlacement and reference the queue name. // // Destination order. When processing a request for a game session, Amazon GameLift // tries each destination in order until it finds one with available resources // to host the new game session. A queue's default order is determined by how // destinations are listed. The default order is overridden when a game session // placement request provides player latency information. Player latency information // enables Amazon GameLift to prioritize destinations where players report the // lowest average latency, as a result placing the new game session where the // majority of players will have the best possible gameplay experience. // // Player latency policies. For placement requests containing player latency // information, use player latency policies to protect individual players from // very high latencies. With a latency cap, even when a destination can deliver // a low latency for most players, the game is not placed where any individual // player is reporting latency higher than a policy's maximum. A queue can have // multiple latency policies, which are enforced consecutively starting with // the policy with the lowest latency cap. Use multiple policies to gradually // relax latency controls; for example, you might set a policy with a low latency // cap for the first 60 seconds, a second policy with a higher cap for the next // 60 seconds, etc. // // To create a new queue, provide a name, timeout value, a list of destinations // and, if desired, a set of latency policies. If successful, a new queue object // is returned. // // Queue-related operations include: // // * CreateGameSessionQueue // // * DescribeGameSessionQueues // // * UpdateGameSessionQueue // // * DeleteGameSessionQueue // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation CreateGameSessionQueue for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeLimitExceededException "LimitExceededException" // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue func (c *GameLift) CreateGameSessionQueue(input *CreateGameSessionQueueInput) (*CreateGameSessionQueueOutput, error) { req, out := c.CreateGameSessionQueueRequest(input) return out, req.Send() } // CreateGameSessionQueueWithContext is the same as CreateGameSessionQueue with the addition of // the ability to pass a context and additional request options. // // See CreateGameSessionQueue for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) CreateGameSessionQueueWithContext(ctx aws.Context, input *CreateGameSessionQueueInput, opts ...request.Option) (*CreateGameSessionQueueOutput, error) { req, out := c.CreateGameSessionQueueRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreatePlayerSession = "CreatePlayerSession" // CreatePlayerSessionRequest generates a "aws/request.Request" representing the // client's request for the CreatePlayerSession operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See CreatePlayerSession for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the CreatePlayerSession method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the CreatePlayerSessionRequest method. // req, resp := client.CreatePlayerSessionRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput) { op := &request.Operation{ Name: opCreatePlayerSession, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreatePlayerSessionInput{} } output = &CreatePlayerSessionOutput{} req = c.newRequest(op, input, output) return } // CreatePlayerSession API operation for Amazon GameLift. // // Adds a player to a game session and creates a player session record. Before // a player can be added, a game session must have an ACTIVE status, have a // creation policy of ALLOW_ALL, and have an open player slot. To add a group // of players to a game session, use CreatePlayerSessions. // // To create a player session, specify a game session ID, player ID, and optionally // a string of player data. If successful, the player is added to the game session // and a new PlayerSession object is returned. Player sessions cannot be updated. // // Available in Amazon GameLift Local. // // Player-session-related operations include: // // * CreatePlayerSession // // * CreatePlayerSessions // // * DescribePlayerSessions // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation CreatePlayerSession for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException" // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the game instance. Resolve // the conflict before retrying. // // * ErrCodeGameSessionFullException "GameSessionFullException" // The game instance is currently full and cannot allow the requested player(s) // to join. Clients can retry such requests immediately or after a waiting period. // // * ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error) { req, out := c.CreatePlayerSessionRequest(input) return out, req.Send() } // CreatePlayerSessionWithContext is the same as CreatePlayerSession with the addition of // the ability to pass a context and additional request options. // // See CreatePlayerSession for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) CreatePlayerSessionWithContext(ctx aws.Context, input *CreatePlayerSessionInput, opts ...request.Option) (*CreatePlayerSessionOutput, error) { req, out := c.CreatePlayerSessionRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreatePlayerSessions = "CreatePlayerSessions" // CreatePlayerSessionsRequest generates a "aws/request.Request" representing the // client's request for the CreatePlayerSessions operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See CreatePlayerSessions for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the CreatePlayerSessions method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the CreatePlayerSessionsRequest method. // req, resp := client.CreatePlayerSessionsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput) { op := &request.Operation{ Name: opCreatePlayerSessions, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreatePlayerSessionsInput{} } output = &CreatePlayerSessionsOutput{} req = c.newRequest(op, input, output) return } // CreatePlayerSessions API operation for Amazon GameLift. // // Adds a group of players to a game session. This action is useful with a team // matching feature. Before players can be added, a game session must have an // ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player // slot. To add a single player to a game session, use CreatePlayerSession. // // To create player sessions, specify a game session ID, a list of player IDs, // and optionally a set of player data strings. If successful, the players are // added to the game session and a set of new PlayerSession objects is returned. // Player sessions cannot be updated. // // Available in Amazon GameLift Local. // // Player-session-related operations include: // // * CreatePlayerSession // // * CreatePlayerSessions // // * DescribePlayerSessions // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation CreatePlayerSessions for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException" // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the game instance. Resolve // the conflict before retrying. // // * ErrCodeGameSessionFullException "GameSessionFullException" // The game instance is currently full and cannot allow the requested player(s) // to join. Clients can retry such requests immediately or after a waiting period. // // * ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error) { req, out := c.CreatePlayerSessionsRequest(input) return out, req.Send() } // CreatePlayerSessionsWithContext is the same as CreatePlayerSessions with the addition of // the ability to pass a context and additional request options. // // See CreatePlayerSessions for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) CreatePlayerSessionsWithContext(ctx aws.Context, input *CreatePlayerSessionsInput, opts ...request.Option) (*CreatePlayerSessionsOutput, error) { req, out := c.CreatePlayerSessionsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDeleteAlias = "DeleteAlias" // DeleteAliasRequest generates a "aws/request.Request" representing the // client's request for the DeleteAlias operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DeleteAlias for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DeleteAlias method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DeleteAliasRequest method. // req, resp := client.DeleteAliasRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput) { op := &request.Operation{ Name: opDeleteAlias, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteAliasInput{} } output = &DeleteAliasOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Remove(jsonrpc.UnmarshalHandler) req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler) return } // DeleteAlias API operation for Amazon GameLift. // // Deletes an alias. This action removes all record of the alias. Game clients // attempting to access a server process using the deleted alias receive an // error. To delete an alias, specify the alias ID to be deleted. // // Alias-related operations include: // // * CreateAlias // // * ListAliases // // * DescribeAlias // // * UpdateAlias // // * DeleteAlias // // * ResolveAlias // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DeleteAlias for usage and error information. // // Returned Error Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error) { req, out := c.DeleteAliasRequest(input) return out, req.Send() } // DeleteAliasWithContext is the same as DeleteAlias with the addition of // the ability to pass a context and additional request options. // // See DeleteAlias for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DeleteAliasWithContext(ctx aws.Context, input *DeleteAliasInput, opts ...request.Option) (*DeleteAliasOutput, error) { req, out := c.DeleteAliasRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDeleteBuild = "DeleteBuild" // DeleteBuildRequest generates a "aws/request.Request" representing the // client's request for the DeleteBuild operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DeleteBuild for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DeleteBuild method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DeleteBuildRequest method. // req, resp := client.DeleteBuildRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Request, output *DeleteBuildOutput) { op := &request.Operation{ Name: opDeleteBuild, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteBuildInput{} } output = &DeleteBuildOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Remove(jsonrpc.UnmarshalHandler) req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler) return } // DeleteBuild API operation for Amazon GameLift. // // Deletes a build. This action permanently deletes the build record and any // uploaded build files. // // To delete a build, specify its ID. Deleting a build does not affect the status // of any active fleets using the build, but you can no longer create new fleets // with the deleted build. // // Build-related operations include: // // * CreateBuild // // * ListBuilds // // * DescribeBuild // // * UpdateBuild // // * DeleteBuild // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DeleteBuild for usage and error information. // // Returned Error Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error) { req, out := c.DeleteBuildRequest(input) return out, req.Send() } // DeleteBuildWithContext is the same as DeleteBuild with the addition of // the ability to pass a context and additional request options. // // See DeleteBuild for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DeleteBuildWithContext(ctx aws.Context, input *DeleteBuildInput, opts ...request.Option) (*DeleteBuildOutput, error) { req, out := c.DeleteBuildRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDeleteFleet = "DeleteFleet" // DeleteFleetRequest generates a "aws/request.Request" representing the // client's request for the DeleteFleet operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DeleteFleet for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DeleteFleet method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DeleteFleetRequest method. // req, resp := client.DeleteFleetRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Request, output *DeleteFleetOutput) { op := &request.Operation{ Name: opDeleteFleet, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteFleetInput{} } output = &DeleteFleetOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Remove(jsonrpc.UnmarshalHandler) req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler) return } // DeleteFleet API operation for Amazon GameLift. // // Deletes everything related to a fleet. Before deleting a fleet, you must // set the fleet's desired capacity to zero. See UpdateFleetCapacity. // // This action removes the fleet's resources and the fleet record. Once a fleet // is deleted, you can no longer use that fleet. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DeleteFleet for usage and error information. // // Returned Error Codes: // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidFleetStatusException "InvalidFleetStatusException" // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the fleet. Resolve the conflict // before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error) { req, out := c.DeleteFleetRequest(input) return out, req.Send() } // DeleteFleetWithContext is the same as DeleteFleet with the addition of // the ability to pass a context and additional request options. // // See DeleteFleet for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DeleteFleetWithContext(ctx aws.Context, input *DeleteFleetInput, opts ...request.Option) (*DeleteFleetOutput, error) { req, out := c.DeleteFleetRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDeleteGameSessionQueue = "DeleteGameSessionQueue" // DeleteGameSessionQueueRequest generates a "aws/request.Request" representing the // client's request for the DeleteGameSessionQueue operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DeleteGameSessionQueue for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DeleteGameSessionQueue method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DeleteGameSessionQueueRequest method. // req, resp := client.DeleteGameSessionQueueRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue func (c *GameLift) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueInput) (req *request.Request, output *DeleteGameSessionQueueOutput) { op := &request.Operation{ Name: opDeleteGameSessionQueue, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteGameSessionQueueInput{} } output = &DeleteGameSessionQueueOutput{} req = c.newRequest(op, input, output) return } // DeleteGameSessionQueue API operation for Amazon GameLift. // // Deletes a game session queue. This action means that any StartGameSessionPlacement // requests that reference this queue will fail. To delete a queue, specify // the queue name. // // Queue-related operations include: // // * CreateGameSessionQueue // // * DescribeGameSessionQueues // // * UpdateGameSessionQueue // // * DeleteGameSessionQueue // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DeleteGameSessionQueue for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue func (c *GameLift) DeleteGameSessionQueue(input *DeleteGameSessionQueueInput) (*DeleteGameSessionQueueOutput, error) { req, out := c.DeleteGameSessionQueueRequest(input) return out, req.Send() } // DeleteGameSessionQueueWithContext is the same as DeleteGameSessionQueue with the addition of // the ability to pass a context and additional request options. // // See DeleteGameSessionQueue for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DeleteGameSessionQueueWithContext(ctx aws.Context, input *DeleteGameSessionQueueInput, opts ...request.Option) (*DeleteGameSessionQueueOutput, error) { req, out := c.DeleteGameSessionQueueRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDeleteScalingPolicy = "DeleteScalingPolicy" // DeleteScalingPolicyRequest generates a "aws/request.Request" representing the // client's request for the DeleteScalingPolicy operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DeleteScalingPolicy for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DeleteScalingPolicy method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DeleteScalingPolicyRequest method. // req, resp := client.DeleteScalingPolicyRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput) { op := &request.Operation{ Name: opDeleteScalingPolicy, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteScalingPolicyInput{} } output = &DeleteScalingPolicyOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Remove(jsonrpc.UnmarshalHandler) req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler) return } // DeleteScalingPolicy API operation for Amazon GameLift. // // Deletes a fleet scaling policy. This action means that the policy is no longer // in force and removes all record of it. To delete a scaling policy, specify // both the scaling policy name and the fleet ID it is associated with. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DeleteScalingPolicy for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error) { req, out := c.DeleteScalingPolicyRequest(input) return out, req.Send() } // DeleteScalingPolicyWithContext is the same as DeleteScalingPolicy with the addition of // the ability to pass a context and additional request options. // // See DeleteScalingPolicy for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DeleteScalingPolicyWithContext(ctx aws.Context, input *DeleteScalingPolicyInput, opts ...request.Option) (*DeleteScalingPolicyOutput, error) { req, out := c.DeleteScalingPolicyRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeAlias = "DescribeAlias" // DescribeAliasRequest generates a "aws/request.Request" representing the // client's request for the DescribeAlias operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeAlias for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeAlias method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeAliasRequest method. // req, resp := client.DescribeAliasRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request.Request, output *DescribeAliasOutput) { op := &request.Operation{ Name: opDescribeAlias, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeAliasInput{} } output = &DescribeAliasOutput{} req = c.newRequest(op, input, output) return } // DescribeAlias API operation for Amazon GameLift. // // Retrieves properties for an alias. This operation returns all alias metadata // and settings. To get an alias's target fleet ID only, use ResolveAlias. // // To get alias properties, specify the alias ID. If successful, the requested // alias record is returned. // // Alias-related operations include: // // * CreateAlias // // * ListAliases // // * DescribeAlias // // * UpdateAlias // // * DeleteAlias // // * ResolveAlias // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeAlias for usage and error information. // // Returned Error Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error) { req, out := c.DescribeAliasRequest(input) return out, req.Send() } // DescribeAliasWithContext is the same as DescribeAlias with the addition of // the ability to pass a context and additional request options. // // See DescribeAlias for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeAliasWithContext(ctx aws.Context, input *DescribeAliasInput, opts ...request.Option) (*DescribeAliasOutput, error) { req, out := c.DescribeAliasRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeBuild = "DescribeBuild" // DescribeBuildRequest generates a "aws/request.Request" representing the // client's request for the DescribeBuild operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeBuild for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeBuild method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeBuildRequest method. // req, resp := client.DescribeBuildRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request.Request, output *DescribeBuildOutput) { op := &request.Operation{ Name: opDescribeBuild, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeBuildInput{} } output = &DescribeBuildOutput{} req = c.newRequest(op, input, output) return } // DescribeBuild API operation for Amazon GameLift. // // Retrieves properties for a build. To get a build record, specify a build // ID. If successful, an object containing the build properties is returned. // // Build-related operations include: // // * CreateBuild // // * ListBuilds // // * DescribeBuild // // * UpdateBuild // // * DeleteBuild // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeBuild for usage and error information. // // Returned Error Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error) { req, out := c.DescribeBuildRequest(input) return out, req.Send() } // DescribeBuildWithContext is the same as DescribeBuild with the addition of // the ability to pass a context and additional request options. // // See DescribeBuild for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeBuildWithContext(ctx aws.Context, input *DescribeBuildInput, opts ...request.Option) (*DescribeBuildOutput, error) { req, out := c.DescribeBuildRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeEC2InstanceLimits = "DescribeEC2InstanceLimits" // DescribeEC2InstanceLimitsRequest generates a "aws/request.Request" representing the // client's request for the DescribeEC2InstanceLimits operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeEC2InstanceLimits for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeEC2InstanceLimits method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeEC2InstanceLimitsRequest method. // req, resp := client.DescribeEC2InstanceLimitsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) (req *request.Request, output *DescribeEC2InstanceLimitsOutput) { op := &request.Operation{ Name: opDescribeEC2InstanceLimits, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeEC2InstanceLimitsInput{} } output = &DescribeEC2InstanceLimitsOutput{} req = c.newRequest(op, input, output) return } // DescribeEC2InstanceLimits API operation for Amazon GameLift. // // Retrieves the following information for the specified EC2 instance type: // // * maximum number of instances allowed per AWS account (service limit) // // * current usage level for the AWS account // // Service limits vary depending on region. Available regions for Amazon GameLift // can be found in the AWS Management Console for Amazon GameLift (see the drop-down // list in the upper right corner). // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeEC2InstanceLimits for usage and error information. // // Returned Error Codes: // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error) { req, out := c.DescribeEC2InstanceLimitsRequest(input) return out, req.Send() } // DescribeEC2InstanceLimitsWithContext is the same as DescribeEC2InstanceLimits with the addition of // the ability to pass a context and additional request options. // // See DescribeEC2InstanceLimits for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeEC2InstanceLimitsWithContext(ctx aws.Context, input *DescribeEC2InstanceLimitsInput, opts ...request.Option) (*DescribeEC2InstanceLimitsOutput, error) { req, out := c.DescribeEC2InstanceLimitsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeFleetAttributes = "DescribeFleetAttributes" // DescribeFleetAttributesRequest generates a "aws/request.Request" representing the // client's request for the DescribeFleetAttributes operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeFleetAttributes for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeFleetAttributes method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeFleetAttributesRequest method. // req, resp := client.DescribeFleetAttributesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) (req *request.Request, output *DescribeFleetAttributesOutput) { op := &request.Operation{ Name: opDescribeFleetAttributes, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeFleetAttributesInput{} } output = &DescribeFleetAttributesOutput{} req = c.newRequest(op, input, output) return } // DescribeFleetAttributes API operation for Amazon GameLift. // // Retrieves fleet properties, including metadata, status, and configuration, // for one or more fleets. You can request attributes for all fleets, or specify // a list of one or more fleet IDs. When requesting multiple fleets, use the // pagination parameters to retrieve results as a set of sequential pages. If // successful, a FleetAttributes object is returned for each requested fleet // ID. When specifying a list of fleet IDs, attribute objects are returned only // for fleets that currently exist. // // Some API actions may limit the number of fleet IDs allowed in one request. // If a request exceeds this limit, the request fails and the error message // includes the maximum allowed. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeFleetAttributes for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error) { req, out := c.DescribeFleetAttributesRequest(input) return out, req.Send() } // DescribeFleetAttributesWithContext is the same as DescribeFleetAttributes with the addition of // the ability to pass a context and additional request options. // // See DescribeFleetAttributes for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeFleetAttributesWithContext(ctx aws.Context, input *DescribeFleetAttributesInput, opts ...request.Option) (*DescribeFleetAttributesOutput, error) { req, out := c.DescribeFleetAttributesRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeFleetCapacity = "DescribeFleetCapacity" // DescribeFleetCapacityRequest generates a "aws/request.Request" representing the // client's request for the DescribeFleetCapacity operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeFleetCapacity for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeFleetCapacity method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeFleetCapacityRequest method. // req, resp := client.DescribeFleetCapacityRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) (req *request.Request, output *DescribeFleetCapacityOutput) { op := &request.Operation{ Name: opDescribeFleetCapacity, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeFleetCapacityInput{} } output = &DescribeFleetCapacityOutput{} req = c.newRequest(op, input, output) return } // DescribeFleetCapacity API operation for Amazon GameLift. // // Retrieves the current status of fleet capacity for one or more fleets. This // information includes the number of instances that have been requested for // the fleet and the number currently active. You can request capacity for all // fleets, or specify a list of one or more fleet IDs. When requesting multiple // fleets, use the pagination parameters to retrieve results as a set of sequential // pages. If successful, a FleetCapacity object is returned for each requested // fleet ID. When specifying a list of fleet IDs, attribute objects are returned // only for fleets that currently exist. // // Some API actions may limit the number of fleet IDs allowed in one request. // If a request exceeds this limit, the request fails and the error message // includes the maximum allowed. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeFleetCapacity for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error) { req, out := c.DescribeFleetCapacityRequest(input) return out, req.Send() } // DescribeFleetCapacityWithContext is the same as DescribeFleetCapacity with the addition of // the ability to pass a context and additional request options. // // See DescribeFleetCapacity for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeFleetCapacityWithContext(ctx aws.Context, input *DescribeFleetCapacityInput, opts ...request.Option) (*DescribeFleetCapacityOutput, error) { req, out := c.DescribeFleetCapacityRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeFleetEvents = "DescribeFleetEvents" // DescribeFleetEventsRequest generates a "aws/request.Request" representing the // client's request for the DescribeFleetEvents operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeFleetEvents for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeFleetEvents method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeFleetEventsRequest method. // req, resp := client.DescribeFleetEventsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) (req *request.Request, output *DescribeFleetEventsOutput) { op := &request.Operation{ Name: opDescribeFleetEvents, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeFleetEventsInput{} } output = &DescribeFleetEventsOutput{} req = c.newRequest(op, input, output) return } // DescribeFleetEvents API operation for Amazon GameLift. // // Retrieves entries from the specified fleet's event log. You can specify a // time range to limit the result set. Use the pagination parameters to retrieve // results as a set of sequential pages. If successful, a collection of event // log entries matching the request are returned. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeFleetEvents for usage and error information. // // Returned Error Codes: // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents func (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error) { req, out := c.DescribeFleetEventsRequest(input) return out, req.Send() } // DescribeFleetEventsWithContext is the same as DescribeFleetEvents with the addition of // the ability to pass a context and additional request options. // // See DescribeFleetEvents for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeFleetEventsWithContext(ctx aws.Context, input *DescribeFleetEventsInput, opts ...request.Option) (*DescribeFleetEventsOutput, error) { req, out := c.DescribeFleetEventsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeFleetPortSettings = "DescribeFleetPortSettings" // DescribeFleetPortSettingsRequest generates a "aws/request.Request" representing the // client's request for the DescribeFleetPortSettings operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeFleetPortSettings for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeFleetPortSettings method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeFleetPortSettingsRequest method. // req, resp := client.DescribeFleetPortSettingsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput) { op := &request.Operation{ Name: opDescribeFleetPortSettings, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeFleetPortSettingsInput{} } output = &DescribeFleetPortSettingsOutput{} req = c.newRequest(op, input, output) return } // DescribeFleetPortSettings API operation for Amazon GameLift. // // Retrieves the inbound connection permissions for a fleet. Connection permissions // include a range of IP addresses and port settings that incoming traffic can // use to access server processes in the fleet. To get a fleet's inbound connection // permissions, specify a fleet ID. If successful, a collection of IpPermission // objects is returned for the requested fleet ID. If the requested fleet has // been deleted, the result set is empty. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeFleetPortSettings for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error) { req, out := c.DescribeFleetPortSettingsRequest(input) return out, req.Send() } // DescribeFleetPortSettingsWithContext is the same as DescribeFleetPortSettings with the addition of // the ability to pass a context and additional request options. // // See DescribeFleetPortSettings for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeFleetPortSettingsWithContext(ctx aws.Context, input *DescribeFleetPortSettingsInput, opts ...request.Option) (*DescribeFleetPortSettingsOutput, error) { req, out := c.DescribeFleetPortSettingsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeFleetUtilization = "DescribeFleetUtilization" // DescribeFleetUtilizationRequest generates a "aws/request.Request" representing the // client's request for the DescribeFleetUtilization operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeFleetUtilization for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeFleetUtilization method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeFleetUtilizationRequest method. // req, resp := client.DescribeFleetUtilizationRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput) { op := &request.Operation{ Name: opDescribeFleetUtilization, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeFleetUtilizationInput{} } output = &DescribeFleetUtilizationOutput{} req = c.newRequest(op, input, output) return } // DescribeFleetUtilization API operation for Amazon GameLift. // // Retrieves utilization statistics for one or more fleets. You can request // utilization data for all fleets, or specify a list of one or more fleet IDs. // When requesting multiple fleets, use the pagination parameters to retrieve // results as a set of sequential pages. If successful, a FleetUtilization object // is returned for each requested fleet ID. When specifying a list of fleet // IDs, utilization objects are returned only for fleets that currently exist. // // Some API actions may limit the number of fleet IDs allowed in one request. // If a request exceeds this limit, the request fails and the error message // includes the maximum allowed. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeFleetUtilization for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error) { req, out := c.DescribeFleetUtilizationRequest(input) return out, req.Send() } // DescribeFleetUtilizationWithContext is the same as DescribeFleetUtilization with the addition of // the ability to pass a context and additional request options. // // See DescribeFleetUtilization for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeFleetUtilizationWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, opts ...request.Option) (*DescribeFleetUtilizationOutput, error) { req, out := c.DescribeFleetUtilizationRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeGameSessionDetails = "DescribeGameSessionDetails" // DescribeGameSessionDetailsRequest generates a "aws/request.Request" representing the // client's request for the DescribeGameSessionDetails operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeGameSessionDetails for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeGameSessionDetails method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeGameSessionDetailsRequest method. // req, resp := client.DescribeGameSessionDetailsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput) { op := &request.Operation{ Name: opDescribeGameSessionDetails, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeGameSessionDetailsInput{} } output = &DescribeGameSessionDetailsOutput{} req = c.newRequest(op, input, output) return } // DescribeGameSessionDetails API operation for Amazon GameLift. // // Retrieves properties, including the protection policy in force, for one or // more game sessions. This action can be used in several ways: (1) provide // a GameSessionId or GameSessionArn to request details for a specific game // session; (2) provide either a FleetId or an AliasId to request properties // for all game sessions running on a fleet. // // To get game session record(s), specify just one of the following: game session // ID, fleet ID, or alias ID. You can filter this request by game session status. // Use the pagination parameters to retrieve results as a set of sequential // pages. If successful, a GameSessionDetail object is returned for each session // matching the request. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeGameSessionDetails for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error) { req, out := c.DescribeGameSessionDetailsRequest(input) return out, req.Send() } // DescribeGameSessionDetailsWithContext is the same as DescribeGameSessionDetails with the addition of // the ability to pass a context and additional request options. // // See DescribeGameSessionDetails for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeGameSessionDetailsWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, opts ...request.Option) (*DescribeGameSessionDetailsOutput, error) { req, out := c.DescribeGameSessionDetailsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeGameSessionPlacement = "DescribeGameSessionPlacement" // DescribeGameSessionPlacementRequest generates a "aws/request.Request" representing the // client's request for the DescribeGameSessionPlacement operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeGameSessionPlacement for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeGameSessionPlacement method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeGameSessionPlacementRequest method. // req, resp := client.DescribeGameSessionPlacementRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement func (c *GameLift) DescribeGameSessionPlacementRequest(input *DescribeGameSessionPlacementInput) (req *request.Request, output *DescribeGameSessionPlacementOutput) { op := &request.Operation{ Name: opDescribeGameSessionPlacement, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeGameSessionPlacementInput{} } output = &DescribeGameSessionPlacementOutput{} req = c.newRequest(op, input, output) return } // DescribeGameSessionPlacement API operation for Amazon GameLift. // // Retrieves properties and current status of a game session placement request. // To get game session placement details, specify the placement ID. If successful, // a GameSessionPlacement object is returned. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeGameSessionPlacement for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement func (c *GameLift) DescribeGameSessionPlacement(input *DescribeGameSessionPlacementInput) (*DescribeGameSessionPlacementOutput, error) { req, out := c.DescribeGameSessionPlacementRequest(input) return out, req.Send() } // DescribeGameSessionPlacementWithContext is the same as DescribeGameSessionPlacement with the addition of // the ability to pass a context and additional request options. // // See DescribeGameSessionPlacement for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeGameSessionPlacementWithContext(ctx aws.Context, input *DescribeGameSessionPlacementInput, opts ...request.Option) (*DescribeGameSessionPlacementOutput, error) { req, out := c.DescribeGameSessionPlacementRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeGameSessionQueues = "DescribeGameSessionQueues" // DescribeGameSessionQueuesRequest generates a "aws/request.Request" representing the // client's request for the DescribeGameSessionQueues operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeGameSessionQueues for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeGameSessionQueues method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeGameSessionQueuesRequest method. // req, resp := client.DescribeGameSessionQueuesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues func (c *GameLift) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQueuesInput) (req *request.Request, output *DescribeGameSessionQueuesOutput) { op := &request.Operation{ Name: opDescribeGameSessionQueues, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeGameSessionQueuesInput{} } output = &DescribeGameSessionQueuesOutput{} req = c.newRequest(op, input, output) return } // DescribeGameSessionQueues API operation for Amazon GameLift. // // Retrieves the properties for one or more game session queues. When requesting // multiple queues, use the pagination parameters to retrieve results as a set // of sequential pages. If successful, a GameSessionQueue object is returned // for each requested queue. When specifying a list of queues, objects are returned // only for queues that currently exist in the region. // // Queue-related operations include: // // * CreateGameSessionQueue // // * DescribeGameSessionQueues // // * UpdateGameSessionQueue // // * DeleteGameSessionQueue // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeGameSessionQueues for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues func (c *GameLift) DescribeGameSessionQueues(input *DescribeGameSessionQueuesInput) (*DescribeGameSessionQueuesOutput, error) { req, out := c.DescribeGameSessionQueuesRequest(input) return out, req.Send() } // DescribeGameSessionQueuesWithContext is the same as DescribeGameSessionQueues with the addition of // the ability to pass a context and additional request options. // // See DescribeGameSessionQueues for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeGameSessionQueuesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, opts ...request.Option) (*DescribeGameSessionQueuesOutput, error) { req, out := c.DescribeGameSessionQueuesRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeGameSessions = "DescribeGameSessions" // DescribeGameSessionsRequest generates a "aws/request.Request" representing the // client's request for the DescribeGameSessions operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeGameSessions for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeGameSessions method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeGameSessionsRequest method. // req, resp := client.DescribeGameSessionsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput) { op := &request.Operation{ Name: opDescribeGameSessions, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeGameSessionsInput{} } output = &DescribeGameSessionsOutput{} req = c.newRequest(op, input, output) return } // DescribeGameSessions API operation for Amazon GameLift. // // Retrieves a set of one or more game sessions. Request a specific game session // or request all game sessions on a fleet. Alternatively, use SearchGameSessions // to request a set of active game sessions that are filtered by certain criteria. // To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails. // // To get game sessions, specify one of the following: game session ID, fleet // ID, or alias ID. You can filter this request by game session status. Use // the pagination parameters to retrieve results as a set of sequential pages. // If successful, a GameSession object is returned for each game session matching // the request. // // Available in Amazon GameLift Local. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeGameSessions for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error) { req, out := c.DescribeGameSessionsRequest(input) return out, req.Send() } // DescribeGameSessionsWithContext is the same as DescribeGameSessions with the addition of // the ability to pass a context and additional request options. // // See DescribeGameSessions for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeGameSessionsWithContext(ctx aws.Context, input *DescribeGameSessionsInput, opts ...request.Option) (*DescribeGameSessionsOutput, error) { req, out := c.DescribeGameSessionsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeInstances = "DescribeInstances" // DescribeInstancesRequest generates a "aws/request.Request" representing the // client's request for the DescribeInstances operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeInstances for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeInstances method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeInstancesRequest method. // req, resp := client.DescribeInstancesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances func (c *GameLift) DescribeInstancesRequest(input *DescribeInstancesInput) (req *request.Request, output *DescribeInstancesOutput) { op := &request.Operation{ Name: opDescribeInstances, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeInstancesInput{} } output = &DescribeInstancesOutput{} req = c.newRequest(op, input, output) return } // DescribeInstances API operation for Amazon GameLift. // // Retrieves information about a fleet's instances, including instance IDs. // Use this action to get details on all instances in the fleet or get details // on one specific instance. // // To get a specific instance, specify fleet ID and instance ID. To get all // instances in a fleet, specify a fleet ID only. Use the pagination parameters // to retrieve results as a set of sequential pages. If successful, an Instance // object is returned for each result. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeInstances for usage and error information. // // Returned Error Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances func (c *GameLift) DescribeInstances(input *DescribeInstancesInput) (*DescribeInstancesOutput, error) { req, out := c.DescribeInstancesRequest(input) return out, req.Send() } // DescribeInstancesWithContext is the same as DescribeInstances with the addition of // the ability to pass a context and additional request options. // // See DescribeInstances for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeInstancesWithContext(ctx aws.Context, input *DescribeInstancesInput, opts ...request.Option) (*DescribeInstancesOutput, error) { req, out := c.DescribeInstancesRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribePlayerSessions = "DescribePlayerSessions" // DescribePlayerSessionsRequest generates a "aws/request.Request" representing the // client's request for the DescribePlayerSessions operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribePlayerSessions for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribePlayerSessions method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribePlayerSessionsRequest method. // req, resp := client.DescribePlayerSessionsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput) { op := &request.Operation{ Name: opDescribePlayerSessions, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribePlayerSessionsInput{} } output = &DescribePlayerSessionsOutput{} req = c.newRequest(op, input, output) return } // DescribePlayerSessions API operation for Amazon GameLift. // // Retrieves properties for one or more player sessions. This action can be // used in several ways: (1) provide a PlayerSessionId to request properties // for a specific player session; (2) provide a GameSessionId to request properties // for all player sessions in the specified game session; (3) provide a PlayerId // to request properties for all player sessions of a specified player. // // To get game session record(s), specify only one of the following: a player // session ID, a game session ID, or a player ID. You can filter this request // by player session status. Use the pagination parameters to retrieve results // as a set of sequential pages. If successful, a PlayerSession object is returned // for each session matching the request. // // Available in Amazon GameLift Local. // // Player-session-related operations include: // // * CreatePlayerSession // // * CreatePlayerSessions // // * DescribePlayerSessions // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribePlayerSessions for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error) { req, out := c.DescribePlayerSessionsRequest(input) return out, req.Send() } // DescribePlayerSessionsWithContext is the same as DescribePlayerSessions with the addition of // the ability to pass a context and additional request options. // // See DescribePlayerSessions for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribePlayerSessionsWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, opts ...request.Option) (*DescribePlayerSessionsOutput, error) { req, out := c.DescribePlayerSessionsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeRuntimeConfiguration = "DescribeRuntimeConfiguration" // DescribeRuntimeConfigurationRequest generates a "aws/request.Request" representing the // client's request for the DescribeRuntimeConfiguration operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeRuntimeConfiguration for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeRuntimeConfiguration method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeRuntimeConfigurationRequest method. // req, resp := client.DescribeRuntimeConfigurationRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput) { op := &request.Operation{ Name: opDescribeRuntimeConfiguration, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeRuntimeConfigurationInput{} } output = &DescribeRuntimeConfigurationOutput{} req = c.newRequest(op, input, output) return } // DescribeRuntimeConfiguration API operation for Amazon GameLift. // // Retrieves the current run-time configuration for the specified fleet. The // run-time configuration tells Amazon GameLift how to launch server processes // on instances in the fleet. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeRuntimeConfiguration for usage and error information. // // Returned Error Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration func (c *GameLift) DescribeRuntimeConfiguration(input *DescribeRuntimeConfigurationInput) (*DescribeRuntimeConfigurationOutput, error) { req, out := c.DescribeRuntimeConfigurationRequest(input) return out, req.Send() } // DescribeRuntimeConfigurationWithContext is the same as DescribeRuntimeConfiguration with the addition of // the ability to pass a context and additional request options. // // See DescribeRuntimeConfiguration for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeRuntimeConfigurationWithContext(ctx aws.Context, input *DescribeRuntimeConfigurationInput, opts ...request.Option) (*DescribeRuntimeConfigurationOutput, error) { req, out := c.DescribeRuntimeConfigurationRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeScalingPolicies = "DescribeScalingPolicies" // DescribeScalingPoliciesRequest generates a "aws/request.Request" representing the // client's request for the DescribeScalingPolicies operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeScalingPolicies for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeScalingPolicies method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeScalingPoliciesRequest method. // req, resp := client.DescribeScalingPoliciesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput) { op := &request.Operation{ Name: opDescribeScalingPolicies, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeScalingPoliciesInput{} } output = &DescribeScalingPoliciesOutput{} req = c.newRequest(op, input, output) return } // DescribeScalingPolicies API operation for Amazon GameLift. // // Retrieves all scaling policies applied to a fleet. // // To get a fleet's scaling policies, specify the fleet ID. You can filter this // request by policy status, such as to retrieve only active scaling policies. // Use the pagination parameters to retrieve results as a set of sequential // pages. If successful, set of ScalingPolicy objects is returned for the fleet. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeScalingPolicies for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error) { req, out := c.DescribeScalingPoliciesRequest(input) return out, req.Send() } // DescribeScalingPoliciesWithContext is the same as DescribeScalingPolicies with the addition of // the ability to pass a context and additional request options. // // See DescribeScalingPolicies for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeScalingPoliciesWithContext(ctx aws.Context, input *DescribeScalingPoliciesInput, opts ...request.Option) (*DescribeScalingPoliciesOutput, error) { req, out := c.DescribeScalingPoliciesRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opGetGameSessionLogUrl = "GetGameSessionLogUrl" // GetGameSessionLogUrlRequest generates a "aws/request.Request" representing the // client's request for the GetGameSessionLogUrl operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See GetGameSessionLogUrl for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the GetGameSessionLogUrl method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the GetGameSessionLogUrlRequest method. // req, resp := client.GetGameSessionLogUrlRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) (req *request.Request, output *GetGameSessionLogUrlOutput) { op := &request.Operation{ Name: opGetGameSessionLogUrl, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &GetGameSessionLogUrlInput{} } output = &GetGameSessionLogUrlOutput{} req = c.newRequest(op, input, output) return } // GetGameSessionLogUrl API operation for Amazon GameLift. // // Retrieves the location of stored game session logs for a specified game session. // When a game session is terminated, Amazon GameLift automatically stores the // logs in Amazon S3. Use this URL to download the logs. // // See the AWS Service Limits (http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift) // page for maximum log file sizes. Log files that exceed this limit are not // saved. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation GetGameSessionLogUrl for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error) { req, out := c.GetGameSessionLogUrlRequest(input) return out, req.Send() } // GetGameSessionLogUrlWithContext is the same as GetGameSessionLogUrl with the addition of // the ability to pass a context and additional request options. // // See GetGameSessionLogUrl for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) GetGameSessionLogUrlWithContext(ctx aws.Context, input *GetGameSessionLogUrlInput, opts ...request.Option) (*GetGameSessionLogUrlOutput, error) { req, out := c.GetGameSessionLogUrlRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opGetInstanceAccess = "GetInstanceAccess" // GetInstanceAccessRequest generates a "aws/request.Request" representing the // client's request for the GetInstanceAccess operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See GetInstanceAccess for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the GetInstanceAccess method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the GetInstanceAccessRequest method. // req, resp := client.GetInstanceAccessRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess func (c *GameLift) GetInstanceAccessRequest(input *GetInstanceAccessInput) (req *request.Request, output *GetInstanceAccessOutput) { op := &request.Operation{ Name: opGetInstanceAccess, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &GetInstanceAccessInput{} } output = &GetInstanceAccessOutput{} req = c.newRequest(op, input, output) return } // GetInstanceAccess API operation for Amazon GameLift. // // Requests remote access to a fleet instance. Remote access is useful for debugging, // gathering benchmarking data, or watching activity in real time. // // Access requires credentials that match the operating system of the instance. // For a Windows instance, Amazon GameLift returns a user name and password // as strings for use with a Windows Remote Desktop client. For a Linux instance, // Amazon GameLift returns a user name and RSA private key, also as strings, // for use with an SSH client. The private key must be saved in the proper format // to a .pem file before using. If you're making this request using the AWS // CLI, saving the secret can be handled as part of the GetInstanceAccess request. // (See the example later in this topic). For more information on remote access, // see Remotely Accessing an Instance (http://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html). // // To request access to a specific instance, specify the IDs of the instance // and the fleet it belongs to. If successful, an InstanceAccess object is returned // containing the instance's IP address and a set of credentials. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation GetInstanceAccess for usage and error information. // // Returned Error Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess func (c *GameLift) GetInstanceAccess(input *GetInstanceAccessInput) (*GetInstanceAccessOutput, error) { req, out := c.GetInstanceAccessRequest(input) return out, req.Send() } // GetInstanceAccessWithContext is the same as GetInstanceAccess with the addition of // the ability to pass a context and additional request options. // // See GetInstanceAccess for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) GetInstanceAccessWithContext(ctx aws.Context, input *GetInstanceAccessInput, opts ...request.Option) (*GetInstanceAccessOutput, error) { req, out := c.GetInstanceAccessRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opListAliases = "ListAliases" // ListAliasesRequest generates a "aws/request.Request" representing the // client's request for the ListAliases operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See ListAliases for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the ListAliases method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the ListAliasesRequest method. // req, resp := client.ListAliasesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Request, output *ListAliasesOutput) { op := &request.Operation{ Name: opListAliases, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &ListAliasesInput{} } output = &ListAliasesOutput{} req = c.newRequest(op, input, output) return } // ListAliases API operation for Amazon GameLift. // // Retrieves all aliases for this AWS account. You can filter the result set // by alias name and/or routing strategy type. Use the pagination parameters // to retrieve results in sequential pages. // // Returned aliases are not listed in any particular order. // // Alias-related operations include: // // * CreateAlias // // * ListAliases // // * DescribeAlias // // * UpdateAlias // // * DeleteAlias // // * ResolveAlias // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation ListAliases for usage and error information. // // Returned Error Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error) { req, out := c.ListAliasesRequest(input) return out, req.Send() } // ListAliasesWithContext is the same as ListAliases with the addition of // the ability to pass a context and additional request options. // // See ListAliases for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) ListAliasesWithContext(ctx aws.Context, input *ListAliasesInput, opts ...request.Option) (*ListAliasesOutput, error) { req, out := c.ListAliasesRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opListBuilds = "ListBuilds" // ListBuildsRequest generates a "aws/request.Request" representing the // client's request for the ListBuilds operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See ListBuilds for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the ListBuilds method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the ListBuildsRequest method. // req, resp := client.ListBuildsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds func (c *GameLift) ListBuildsRequest(input *ListBuildsInput) (req *request.Request, output *ListBuildsOutput) { op := &request.Operation{ Name: opListBuilds, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &ListBuildsInput{} } output = &ListBuildsOutput{} req = c.newRequest(op, input, output) return } // ListBuilds API operation for Amazon GameLift. // // Retrieves build records for all builds associated with the AWS account in // use. You can limit results to builds that are in a specific status by using // the Status parameter. Use the pagination parameters to retrieve results in // a set of sequential pages. // // Build records are not listed in any particular order. // // Build-related operations include: // // * CreateBuild // // * ListBuilds // // * DescribeBuild // // * UpdateBuild // // * DeleteBuild // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation ListBuilds for usage and error information. // // Returned Error Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error) { req, out := c.ListBuildsRequest(input) return out, req.Send() } // ListBuildsWithContext is the same as ListBuilds with the addition of // the ability to pass a context and additional request options. // // See ListBuilds for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) ListBuildsWithContext(ctx aws.Context, input *ListBuildsInput, opts ...request.Option) (*ListBuildsOutput, error) { req, out := c.ListBuildsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opListFleets = "ListFleets" // ListFleetsRequest generates a "aws/request.Request" representing the // client's request for the ListFleets operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See ListFleets for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the ListFleets method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the ListFleetsRequest method. // req, resp := client.ListFleetsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Request, output *ListFleetsOutput) { op := &request.Operation{ Name: opListFleets, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &ListFleetsInput{} } output = &ListFleetsOutput{} req = c.newRequest(op, input, output) return } // ListFleets API operation for Amazon GameLift. // // Retrieves a collection of fleet records for this AWS account. You can filter // the result set by build ID. Use the pagination parameters to retrieve results // in sequential pages. // // Fleet records are not listed in any particular order. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation ListFleets for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets func (c *GameLift) ListFleets(input *ListFleetsInput) (*ListFleetsOutput, error) { req, out := c.ListFleetsRequest(input) return out, req.Send() } // ListFleetsWithContext is the same as ListFleets with the addition of // the ability to pass a context and additional request options. // // See ListFleets for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) ListFleetsWithContext(ctx aws.Context, input *ListFleetsInput, opts ...request.Option) (*ListFleetsOutput, error) { req, out := c.ListFleetsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opPutScalingPolicy = "PutScalingPolicy" // PutScalingPolicyRequest generates a "aws/request.Request" representing the // client's request for the PutScalingPolicy operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See PutScalingPolicy for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the PutScalingPolicy method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the PutScalingPolicyRequest method. // req, resp := client.PutScalingPolicyRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy func (c *GameLift) PutScalingPolicyRequest(input *PutScalingPolicyInput) (req *request.Request, output *PutScalingPolicyOutput) { op := &request.Operation{ Name: opPutScalingPolicy, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &PutScalingPolicyInput{} } output = &PutScalingPolicyOutput{} req = c.newRequest(op, input, output) return } // PutScalingPolicy API operation for Amazon GameLift. // // Creates or updates a scaling policy for a fleet. An active scaling policy // prompts Amazon GameLift to track a certain metric for a fleet and automatically // change the fleet's capacity in specific circumstances. Each scaling policy // contains one rule statement. Fleets can have multiple scaling policies in // force simultaneously. // // A scaling policy rule statement has the following structure: // // If [MetricName] is [ComparisonOperator][Threshold] for [EvaluationPeriods] // minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment]. // // For example, this policy: "If the number of idle instances exceeds 20 for // more than 15 minutes, then reduce the fleet capacity by 10 instances" could // be implemented as the following rule statement: // // If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, // then [ChangeInCapacity] by [-10]. // // To create or update a scaling policy, specify a unique combination of name // and fleet ID, and set the rule values. All parameters for this action are // required. If successful, the policy name is returned. Scaling policies cannot // be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation PutScalingPolicy for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error) { req, out := c.PutScalingPolicyRequest(input) return out, req.Send() } // PutScalingPolicyWithContext is the same as PutScalingPolicy with the addition of // the ability to pass a context and additional request options. // // See PutScalingPolicy for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) PutScalingPolicyWithContext(ctx aws.Context, input *PutScalingPolicyInput, opts ...request.Option) (*PutScalingPolicyOutput, error) { req, out := c.PutScalingPolicyRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opRequestUploadCredentials = "RequestUploadCredentials" // RequestUploadCredentialsRequest generates a "aws/request.Request" representing the // client's request for the RequestUploadCredentials operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See RequestUploadCredentials for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the RequestUploadCredentials method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the RequestUploadCredentialsRequest method. // req, resp := client.RequestUploadCredentialsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials func (c *GameLift) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) (req *request.Request, output *RequestUploadCredentialsOutput) { op := &request.Operation{ Name: opRequestUploadCredentials, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &RequestUploadCredentialsInput{} } output = &RequestUploadCredentialsOutput{} req = c.newRequest(op, input, output) return } // RequestUploadCredentials API operation for Amazon GameLift. // // This API call is not currently in use. Retrieves a fresh set of upload credentials // and the assigned Amazon S3 storage location for a specific build. Valid credentials // are required to upload your game build files to Amazon S3. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation RequestUploadCredentials for usage and error information. // // Returned Error Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error) { req, out := c.RequestUploadCredentialsRequest(input) return out, req.Send() } // RequestUploadCredentialsWithContext is the same as RequestUploadCredentials with the addition of // the ability to pass a context and additional request options. // // See RequestUploadCredentials for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) RequestUploadCredentialsWithContext(ctx aws.Context, input *RequestUploadCredentialsInput, opts ...request.Option) (*RequestUploadCredentialsOutput, error) { req, out := c.RequestUploadCredentialsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opResolveAlias = "ResolveAlias" // ResolveAliasRequest generates a "aws/request.Request" representing the // client's request for the ResolveAlias operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See ResolveAlias for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the ResolveAlias method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the ResolveAliasRequest method. // req, resp := client.ResolveAliasRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias func (c *GameLift) ResolveAliasRequest(input *ResolveAliasInput) (req *request.Request, output *ResolveAliasOutput) { op := &request.Operation{ Name: opResolveAlias, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &ResolveAliasInput{} } output = &ResolveAliasOutput{} req = c.newRequest(op, input, output) return } // ResolveAlias API operation for Amazon GameLift. // // Retrieves the fleet ID that a specified alias is currently pointing to. // // Alias-related operations include: // // * CreateAlias // // * ListAliases // // * DescribeAlias // // * UpdateAlias // // * DeleteAlias // // * ResolveAlias // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation ResolveAlias for usage and error information. // // Returned Error Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias func (c *GameLift) ResolveAlias(input *ResolveAliasInput) (*ResolveAliasOutput, error) { req, out := c.ResolveAliasRequest(input) return out, req.Send() } // ResolveAliasWithContext is the same as ResolveAlias with the addition of // the ability to pass a context and additional request options. // // See ResolveAlias for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) ResolveAliasWithContext(ctx aws.Context, input *ResolveAliasInput, opts ...request.Option) (*ResolveAliasOutput, error) { req, out := c.ResolveAliasRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opSearchGameSessions = "SearchGameSessions" // SearchGameSessionsRequest generates a "aws/request.Request" representing the // client's request for the SearchGameSessions operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See SearchGameSessions for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the SearchGameSessions method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the SearchGameSessionsRequest method. // req, resp := client.SearchGameSessionsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions func (c *GameLift) SearchGameSessionsRequest(input *SearchGameSessionsInput) (req *request.Request, output *SearchGameSessionsOutput) { op := &request.Operation{ Name: opSearchGameSessions, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &SearchGameSessionsInput{} } output = &SearchGameSessionsOutput{} req = c.newRequest(op, input, output) return } // SearchGameSessions API operation for Amazon GameLift. // // Retrieves a set of game sessions that match a set of search criteria and // sorts them in a specified order. A game session search is limited to a single // fleet. Search results include only game sessions that are in ACTIVE status. // If you need to retrieve game sessions with a status other than active, use // DescribeGameSessions. If you need to retrieve the protection policy for each // game session, use DescribeGameSessionDetails. // // You can search or sort by the following game session attributes: // // * gameSessionId -- Unique identifier for the game session. You can use // either a GameSessionId or GameSessionArn value. // // * gameSessionName -- Name assigned to a game session. This value is set // when requesting a new game session with CreateGameSession or updating // with UpdateGameSession. Game session names do not need to be unique to // a game session. // // * creationTimeMillis -- Value indicating when a game session was created. // It is expressed in Unix time as milliseconds. // // * playerSessionCount -- Number of players currently connected to a game // session. This value changes rapidly as players join the session or drop // out. // // * maximumSessions -- Maximum number of player sessions allowed for a game // session. This value is set when requesting a new game session with CreateGameSession // or updating with UpdateGameSession. // // * hasAvailablePlayerSessions -- Boolean value indicating whether a game // session has reached its maximum number of players. When searching with // this attribute, the search value must be true or false. It is highly recommended // that all search requests include this filter attribute to optimize search // performance and return only sessions that players can join. // // To search or sort, specify either a fleet ID or an alias ID, and provide // a search filter expression, a sort expression, or both. Use the pagination // parameters to retrieve results as a set of sequential pages. If successful, // a collection of GameSession objects matching the request is returned. // // Returned values for playerSessionCount and hasAvailablePlayerSessions change // quickly as players join sessions and others drop out. Results should be considered // a snapshot in time. Be sure to refresh search results often, and handle sessions // that fill up before a player can join. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation SearchGameSessions for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions func (c *GameLift) SearchGameSessions(input *SearchGameSessionsInput) (*SearchGameSessionsOutput, error) { req, out := c.SearchGameSessionsRequest(input) return out, req.Send() } // SearchGameSessionsWithContext is the same as SearchGameSessions with the addition of // the ability to pass a context and additional request options. // // See SearchGameSessions for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) SearchGameSessionsWithContext(ctx aws.Context, input *SearchGameSessionsInput, opts ...request.Option) (*SearchGameSessionsOutput, error) { req, out := c.SearchGameSessionsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opStartGameSessionPlacement = "StartGameSessionPlacement" // StartGameSessionPlacementRequest generates a "aws/request.Request" representing the // client's request for the StartGameSessionPlacement operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See StartGameSessionPlacement for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the StartGameSessionPlacement method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the StartGameSessionPlacementRequest method. // req, resp := client.StartGameSessionPlacementRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement func (c *GameLift) StartGameSessionPlacementRequest(input *StartGameSessionPlacementInput) (req *request.Request, output *StartGameSessionPlacementOutput) { op := &request.Operation{ Name: opStartGameSessionPlacement, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &StartGameSessionPlacementInput{} } output = &StartGameSessionPlacementOutput{} req = c.newRequest(op, input, output) return } // StartGameSessionPlacement API operation for Amazon GameLift. // // Places a request for a new game session in a queue (see CreateGameSessionQueue). // When processing a placement request, Amazon GameLift searches for available // resources on the queue's destinations, scanning each until it finds resources // or the placement request times out. // // A game session placement request can also request player sessions. When a // new game session is successfully created, Amazon GameLift creates a player // session for each player included in the request. // // When placing a game session, by default Amazon GameLift tries each fleet // in the order they are listed in the queue configuration. Ideally, a queue's // destinations are listed in preference order. // // Alternatively, when requesting a game session with players, you can also // provide latency data for each player in relevant regions. Latency data indicates // the performance lag a player experiences when connected to a fleet in the // region. Amazon GameLift uses latency data to reorder the list of destinations // to place the game session in a region with minimal lag. If latency data is // provided for multiple players, Amazon GameLift calculates each region's average // lag for all players and reorders to get the best game play across all players. // // To place a new game session request, specify the following: // // * The queue name and a set of game session properties and settings // // * A unique ID (such as a UUID) for the placement. You use this ID to track // the status of the placement request // // * (Optional) A set of IDs and player data for each player you want to // join to the new game session // // * Latency data for all players (if you want to optimize game play for // the players) // // If successful, a new game session placement is created. // // To track the status of a placement request, call DescribeGameSessionPlacement // and check the request's status. If the status is Fulfilled, a new game session // has been created and a game session ARN and region are referenced. If the // placement request times out, you can resubmit the request or retry it with // a different queue. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation StartGameSessionPlacement for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement func (c *GameLift) StartGameSessionPlacement(input *StartGameSessionPlacementInput) (*StartGameSessionPlacementOutput, error) { req, out := c.StartGameSessionPlacementRequest(input) return out, req.Send() } // StartGameSessionPlacementWithContext is the same as StartGameSessionPlacement with the addition of // the ability to pass a context and additional request options. // // See StartGameSessionPlacement for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) StartGameSessionPlacementWithContext(ctx aws.Context, input *StartGameSessionPlacementInput, opts ...request.Option) (*StartGameSessionPlacementOutput, error) { req, out := c.StartGameSessionPlacementRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opStopGameSessionPlacement = "StopGameSessionPlacement" // StopGameSessionPlacementRequest generates a "aws/request.Request" representing the // client's request for the StopGameSessionPlacement operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See StopGameSessionPlacement for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the StopGameSessionPlacement method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the StopGameSessionPlacementRequest method. // req, resp := client.StopGameSessionPlacementRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement func (c *GameLift) StopGameSessionPlacementRequest(input *StopGameSessionPlacementInput) (req *request.Request, output *StopGameSessionPlacementOutput) { op := &request.Operation{ Name: opStopGameSessionPlacement, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &StopGameSessionPlacementInput{} } output = &StopGameSessionPlacementOutput{} req = c.newRequest(op, input, output) return } // StopGameSessionPlacement API operation for Amazon GameLift. // // Cancels a game session placement that is in Pending status. To stop a placement, // provide the placement ID values. If successful, the placement is moved to // Cancelled status. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation StopGameSessionPlacement for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement func (c *GameLift) StopGameSessionPlacement(input *StopGameSessionPlacementInput) (*StopGameSessionPlacementOutput, error) { req, out := c.StopGameSessionPlacementRequest(input) return out, req.Send() } // StopGameSessionPlacementWithContext is the same as StopGameSessionPlacement with the addition of // the ability to pass a context and additional request options. // // See StopGameSessionPlacement for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) StopGameSessionPlacementWithContext(ctx aws.Context, input *StopGameSessionPlacementInput, opts ...request.Option) (*StopGameSessionPlacementOutput, error) { req, out := c.StopGameSessionPlacementRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateAlias = "UpdateAlias" // UpdateAliasRequest generates a "aws/request.Request" representing the // client's request for the UpdateAlias operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See UpdateAlias for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the UpdateAlias method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the UpdateAliasRequest method. // req, resp := client.UpdateAliasRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Request, output *UpdateAliasOutput) { op := &request.Operation{ Name: opUpdateAlias, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateAliasInput{} } output = &UpdateAliasOutput{} req = c.newRequest(op, input, output) return } // UpdateAlias API operation for Amazon GameLift. // // Updates properties for an alias. To update properties, specify the alias // ID to be updated and provide the information to be changed. To reassign an // alias to another fleet, provide an updated routing strategy. If successful, // the updated alias record is returned. // // Alias-related operations include: // // * CreateAlias // // * ListAliases // // * DescribeAlias // // * UpdateAlias // // * DeleteAlias // // * ResolveAlias // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation UpdateAlias for usage and error information. // // Returned Error Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error) { req, out := c.UpdateAliasRequest(input) return out, req.Send() } // UpdateAliasWithContext is the same as UpdateAlias with the addition of // the ability to pass a context and additional request options. // // See UpdateAlias for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) UpdateAliasWithContext(ctx aws.Context, input *UpdateAliasInput, opts ...request.Option) (*UpdateAliasOutput, error) { req, out := c.UpdateAliasRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateBuild = "UpdateBuild" // UpdateBuildRequest generates a "aws/request.Request" representing the // client's request for the UpdateBuild operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See UpdateBuild for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the UpdateBuild method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the UpdateBuildRequest method. // req, resp := client.UpdateBuildRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Request, output *UpdateBuildOutput) { op := &request.Operation{ Name: opUpdateBuild, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateBuildInput{} } output = &UpdateBuildOutput{} req = c.newRequest(op, input, output) return } // UpdateBuild API operation for Amazon GameLift. // // Updates metadata in a build record, including the build name and version. // To update the metadata, specify the build ID to update and provide the new // values. If successful, a build object containing the updated metadata is // returned. // // Build-related operations include: // // * CreateBuild // // * ListBuilds // // * DescribeBuild // // * UpdateBuild // // * DeleteBuild // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation UpdateBuild for usage and error information. // // Returned Error Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error) { req, out := c.UpdateBuildRequest(input) return out, req.Send() } // UpdateBuildWithContext is the same as UpdateBuild with the addition of // the ability to pass a context and additional request options. // // See UpdateBuild for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) UpdateBuildWithContext(ctx aws.Context, input *UpdateBuildInput, opts ...request.Option) (*UpdateBuildOutput, error) { req, out := c.UpdateBuildRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateFleetAttributes = "UpdateFleetAttributes" // UpdateFleetAttributesRequest generates a "aws/request.Request" representing the // client's request for the UpdateFleetAttributes operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See UpdateFleetAttributes for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the UpdateFleetAttributes method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the UpdateFleetAttributesRequest method. // req, resp := client.UpdateFleetAttributesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes func (c *GameLift) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) (req *request.Request, output *UpdateFleetAttributesOutput) { op := &request.Operation{ Name: opUpdateFleetAttributes, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateFleetAttributesInput{} } output = &UpdateFleetAttributesOutput{} req = c.newRequest(op, input, output) return } // UpdateFleetAttributes API operation for Amazon GameLift. // // Updates fleet properties, including name and description, for a fleet. To // update metadata, specify the fleet ID and the property values that you want // to change. If successful, the fleet ID for the updated fleet is returned. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation UpdateFleetAttributes for usage and error information. // // Returned Error Codes: // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeConflictException "ConflictException" // The requested operation would cause a conflict with the current state of // a service resource associated with the request. Resolve the conflict before // retrying this request. // // * ErrCodeInvalidFleetStatusException "InvalidFleetStatusException" // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the fleet. Resolve the conflict // before retrying. // // * ErrCodeLimitExceededException "LimitExceededException" // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes func (c *GameLift) UpdateFleetAttributes(input *UpdateFleetAttributesInput) (*UpdateFleetAttributesOutput, error) { req, out := c.UpdateFleetAttributesRequest(input) return out, req.Send() } // UpdateFleetAttributesWithContext is the same as UpdateFleetAttributes with the addition of // the ability to pass a context and additional request options. // // See UpdateFleetAttributes for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) UpdateFleetAttributesWithContext(ctx aws.Context, input *UpdateFleetAttributesInput, opts ...request.Option) (*UpdateFleetAttributesOutput, error) { req, out := c.UpdateFleetAttributesRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateFleetCapacity = "UpdateFleetCapacity" // UpdateFleetCapacityRequest generates a "aws/request.Request" representing the // client's request for the UpdateFleetCapacity operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See UpdateFleetCapacity for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the UpdateFleetCapacity method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the UpdateFleetCapacityRequest method. // req, resp := client.UpdateFleetCapacityRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity func (c *GameLift) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) (req *request.Request, output *UpdateFleetCapacityOutput) { op := &request.Operation{ Name: opUpdateFleetCapacity, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateFleetCapacityInput{} } output = &UpdateFleetCapacityOutput{} req = c.newRequest(op, input, output) return } // UpdateFleetCapacity API operation for Amazon GameLift. // // Updates capacity settings for a fleet. Use this action to specify the number // of EC2 instances (hosts) that you want this fleet to contain. Before calling // this action, you may want to call DescribeEC2InstanceLimits to get the maximum // capacity based on the fleet's EC2 instance type. // // If you're using autoscaling (see PutScalingPolicy), you may want to specify // a minimum and/or maximum capacity. If you don't provide these, autoscaling // can set capacity anywhere between zero and the service limits (http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift). // // To update fleet capacity, specify the fleet ID and the number of instances // you want the fleet to host. If successful, Amazon GameLift starts or terminates // instances so that the fleet's active instance count matches the desired instance // count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. // If the desired instance count is higher than the instance type's limit, the // "Limit Exceeded" exception occurs. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation UpdateFleetCapacity for usage and error information. // // Returned Error Codes: // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeConflictException "ConflictException" // The requested operation would cause a conflict with the current state of // a service resource associated with the request. Resolve the conflict before // retrying this request. // // * ErrCodeLimitExceededException "LimitExceededException" // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * ErrCodeInvalidFleetStatusException "InvalidFleetStatusException" // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the fleet. Resolve the conflict // before retrying. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity func (c *GameLift) UpdateFleetCapacity(input *UpdateFleetCapacityInput) (*UpdateFleetCapacityOutput, error) { req, out := c.UpdateFleetCapacityRequest(input) return out, req.Send() } // UpdateFleetCapacityWithContext is the same as UpdateFleetCapacity with the addition of // the ability to pass a context and additional request options. // // See UpdateFleetCapacity for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) UpdateFleetCapacityWithContext(ctx aws.Context, input *UpdateFleetCapacityInput, opts ...request.Option) (*UpdateFleetCapacityOutput, error) { req, out := c.UpdateFleetCapacityRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateFleetPortSettings = "UpdateFleetPortSettings" // UpdateFleetPortSettingsRequest generates a "aws/request.Request" representing the // client's request for the UpdateFleetPortSettings operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See UpdateFleetPortSettings for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the UpdateFleetPortSettings method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the UpdateFleetPortSettingsRequest method. // req, resp := client.UpdateFleetPortSettingsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings func (c *GameLift) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) (req *request.Request, output *UpdateFleetPortSettingsOutput) { op := &request.Operation{ Name: opUpdateFleetPortSettings, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateFleetPortSettingsInput{} } output = &UpdateFleetPortSettingsOutput{} req = c.newRequest(op, input, output) return } // UpdateFleetPortSettings API operation for Amazon GameLift. // // Updates port settings for a fleet. To update settings, specify the fleet // ID to be updated and list the permissions you want to update. List the permissions // you want to add in InboundPermissionAuthorizations, and permissions you want // to remove in InboundPermissionRevocations. Permissions to be removed must // match existing fleet permissions. If successful, the fleet ID for the updated // fleet is returned. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation UpdateFleetPortSettings for usage and error information. // // Returned Error Codes: // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeConflictException "ConflictException" // The requested operation would cause a conflict with the current state of // a service resource associated with the request. Resolve the conflict before // retrying this request. // // * ErrCodeInvalidFleetStatusException "InvalidFleetStatusException" // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the fleet. Resolve the conflict // before retrying. // // * ErrCodeLimitExceededException "LimitExceededException" // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings func (c *GameLift) UpdateFleetPortSettings(input *UpdateFleetPortSettingsInput) (*UpdateFleetPortSettingsOutput, error) { req, out := c.UpdateFleetPortSettingsRequest(input) return out, req.Send() } // UpdateFleetPortSettingsWithContext is the same as UpdateFleetPortSettings with the addition of // the ability to pass a context and additional request options. // // See UpdateFleetPortSettings for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) UpdateFleetPortSettingsWithContext(ctx aws.Context, input *UpdateFleetPortSettingsInput, opts ...request.Option) (*UpdateFleetPortSettingsOutput, error) { req, out := c.UpdateFleetPortSettingsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateGameSession = "UpdateGameSession" // UpdateGameSessionRequest generates a "aws/request.Request" representing the // client's request for the UpdateGameSession operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See UpdateGameSession for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the UpdateGameSession method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the UpdateGameSessionRequest method. // req, resp := client.UpdateGameSessionRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession func (c *GameLift) UpdateGameSessionRequest(input *UpdateGameSessionInput) (req *request.Request, output *UpdateGameSessionOutput) { op := &request.Operation{ Name: opUpdateGameSession, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateGameSessionInput{} } output = &UpdateGameSessionOutput{} req = c.newRequest(op, input, output) return } // UpdateGameSession API operation for Amazon GameLift. // // Updates game session properties. This includes the session name, maximum // player count, protection policy, which controls whether or not an active // game session can be terminated during a scale-down event, and the player // session creation policy, which controls whether or not new players can join // the session. To update a game session, specify the game session ID and the // values you want to change. If successful, an updated GameSession object is // returned. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation UpdateGameSession for usage and error information. // // Returned Error Codes: // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeConflictException "ConflictException" // The requested operation would cause a conflict with the current state of // a service resource associated with the request. Resolve the conflict before // retrying this request. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException" // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the game instance. Resolve // the conflict before retrying. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession func (c *GameLift) UpdateGameSession(input *UpdateGameSessionInput) (*UpdateGameSessionOutput, error) { req, out := c.UpdateGameSessionRequest(input) return out, req.Send() } // UpdateGameSessionWithContext is the same as UpdateGameSession with the addition of // the ability to pass a context and additional request options. // // See UpdateGameSession for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) UpdateGameSessionWithContext(ctx aws.Context, input *UpdateGameSessionInput, opts ...request.Option) (*UpdateGameSessionOutput, error) { req, out := c.UpdateGameSessionRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateGameSessionQueue = "UpdateGameSessionQueue" // UpdateGameSessionQueueRequest generates a "aws/request.Request" representing the // client's request for the UpdateGameSessionQueue operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See UpdateGameSessionQueue for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the UpdateGameSessionQueue method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the UpdateGameSessionQueueRequest method. // req, resp := client.UpdateGameSessionQueueRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue func (c *GameLift) UpdateGameSessionQueueRequest(input *UpdateGameSessionQueueInput) (req *request.Request, output *UpdateGameSessionQueueOutput) { op := &request.Operation{ Name: opUpdateGameSessionQueue, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateGameSessionQueueInput{} } output = &UpdateGameSessionQueueOutput{} req = c.newRequest(op, input, output) return } // UpdateGameSessionQueue API operation for Amazon GameLift. // // Updates settings for a game session queue, which determines how new game // session requests in the queue are processed. To update settings, specify // the queue name to be updated and provide the new settings. When updating // destinations, provide a complete list of destinations. // // Queue-related operations include: // // * CreateGameSessionQueue // // * DescribeGameSessionQueues // // * UpdateGameSessionQueue // // * DeleteGameSessionQueue // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation UpdateGameSessionQueue for usage and error information. // // Returned Error Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue func (c *GameLift) UpdateGameSessionQueue(input *UpdateGameSessionQueueInput) (*UpdateGameSessionQueueOutput, error) { req, out := c.UpdateGameSessionQueueRequest(input) return out, req.Send() } // UpdateGameSessionQueueWithContext is the same as UpdateGameSessionQueue with the addition of // the ability to pass a context and additional request options. // // See UpdateGameSessionQueue for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) UpdateGameSessionQueueWithContext(ctx aws.Context, input *UpdateGameSessionQueueInput, opts ...request.Option) (*UpdateGameSessionQueueOutput, error) { req, out := c.UpdateGameSessionQueueRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateRuntimeConfiguration = "UpdateRuntimeConfiguration" // UpdateRuntimeConfigurationRequest generates a "aws/request.Request" representing the // client's request for the UpdateRuntimeConfiguration operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See UpdateRuntimeConfiguration for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the UpdateRuntimeConfiguration method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the UpdateRuntimeConfigurationRequest method. // req, resp := client.UpdateRuntimeConfigurationRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration func (c *GameLift) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigurationInput) (req *request.Request, output *UpdateRuntimeConfigurationOutput) { op := &request.Operation{ Name: opUpdateRuntimeConfiguration, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateRuntimeConfigurationInput{} } output = &UpdateRuntimeConfigurationOutput{} req = c.newRequest(op, input, output) return } // UpdateRuntimeConfiguration API operation for Amazon GameLift. // // Updates the current run-time configuration for the specified fleet, which // tells Amazon GameLift how to launch server processes on instances in the // fleet. You can update a fleet's run-time configuration at any time after // the fleet is created; it does not need to be in an ACTIVE status. // // To update run-time configuration, specify the fleet ID and provide a RuntimeConfiguration // object with the updated collection of server process configurations. // // Each instance in a Amazon GameLift fleet checks regularly for an updated // run-time configuration and changes how it launches server processes to comply // with the latest version. Existing server processes are not affected by the // update; they continue to run until they end, while Amazon GameLift simply // adds new server processes to fit the current run-time configuration. As a // result, the run-time configuration changes are applied gradually as existing // processes shut down and new processes are launched in Amazon GameLift's normal // process recycling activity. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation UpdateRuntimeConfiguration for usage and error information. // // Returned Error Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeInvalidFleetStatusException "InvalidFleetStatusException" // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the fleet. Resolve the conflict // before retrying. // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration func (c *GameLift) UpdateRuntimeConfiguration(input *UpdateRuntimeConfigurationInput) (*UpdateRuntimeConfigurationOutput, error) { req, out := c.UpdateRuntimeConfigurationRequest(input) return out, req.Send() } // UpdateRuntimeConfigurationWithContext is the same as UpdateRuntimeConfiguration with the addition of // the ability to pass a context and additional request options. // // See UpdateRuntimeConfiguration for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) UpdateRuntimeConfigurationWithContext(ctx aws.Context, input *UpdateRuntimeConfigurationInput, opts ...request.Option) (*UpdateRuntimeConfigurationOutput, error) { req, out := c.UpdateRuntimeConfigurationRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // Properties describing a fleet alias. // // Alias-related operations include: // // * CreateAlias // // * ListAliases // // * DescribeAlias // // * UpdateAlias // // * DeleteAlias // // * ResolveAlias // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Alias type Alias struct { _ struct{} `type:"structure"` // Unique identifier for an alias; alias ARNs are unique across all regions. AliasArn *string `min:"1" type:"string"` // Unique identifier for an alias; alias IDs are unique within a region. AliasId *string `type:"string"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Human-readable description of an alias. Description *string `type:"string"` // Time stamp indicating when this data object was last modified. Format is // a number expressed in Unix time as milliseconds (for example "1469498468.057"). LastUpdatedTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Descriptive label that is associated with an alias. Alias names do not need // to be unique. Name *string `min:"1" type:"string"` // Alias configuration for the alias, including routing type and settings. RoutingStrategy *RoutingStrategy `type:"structure"` } // String returns the string representation func (s Alias) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s Alias) GoString() string { return s.String() } // SetAliasArn sets the AliasArn field's value. func (s *Alias) SetAliasArn(v string) *Alias { s.AliasArn = &v return s } // SetAliasId sets the AliasId field's value. func (s *Alias) SetAliasId(v string) *Alias { s.AliasId = &v return s } // SetCreationTime sets the CreationTime field's value. func (s *Alias) SetCreationTime(v time.Time) *Alias { s.CreationTime = &v return s } // SetDescription sets the Description field's value. func (s *Alias) SetDescription(v string) *Alias { s.Description = &v return s } // SetLastUpdatedTime sets the LastUpdatedTime field's value. func (s *Alias) SetLastUpdatedTime(v time.Time) *Alias { s.LastUpdatedTime = &v return s } // SetName sets the Name field's value. func (s *Alias) SetName(v string) *Alias { s.Name = &v return s } // SetRoutingStrategy sets the RoutingStrategy field's value. func (s *Alias) SetRoutingStrategy(v *RoutingStrategy) *Alias { s.RoutingStrategy = v return s } // AWS access credentials sometimes 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. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AwsCredentials type AwsCredentials struct { _ struct{} `type:"structure"` // Access key for an AWS account. AccessKeyId *string `min:"1" type:"string"` // Secret key for an AWS account. SecretAccessKey *string `min:"1" type:"string"` // Token specific to a build ID. SessionToken *string `min:"1" type:"string"` } // String returns the string representation func (s AwsCredentials) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s AwsCredentials) GoString() string { return s.String() } // SetAccessKeyId sets the AccessKeyId field's value. func (s *AwsCredentials) SetAccessKeyId(v string) *AwsCredentials { s.AccessKeyId = &v return s } // SetSecretAccessKey sets the SecretAccessKey field's value. func (s *AwsCredentials) SetSecretAccessKey(v string) *AwsCredentials { s.SecretAccessKey = &v return s } // SetSessionToken sets the SessionToken field's value. func (s *AwsCredentials) SetSessionToken(v string) *AwsCredentials { s.SessionToken = &v return s } // Properties describing a game build. // // Build-related operations include: // // * CreateBuild // // * ListBuilds // // * DescribeBuild // // * UpdateBuild // // * DeleteBuild // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Build type Build struct { _ struct{} `type:"structure"` // Unique identifier for a build. BuildId *string `type:"string"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Descriptive label that is associated with a build. Build names do not need // to be unique. It can be set using CreateBuild or UpdateBuild. Name *string `type:"string"` // Operating system that the game server binaries are built to run on. This // value determines the type of fleet resources that you can use for this build. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // File size of the uploaded game build, expressed in bytes. When the build // status is INITIALIZED, this value is 0. SizeOnDisk *int64 `min:"1" type:"long"` // Current status of the build. // // Possible build statuses include the following: // // * INITIALIZED – A new build has been defined, but no files have been uploaded. // You cannot create fleets for builds that are in this status. When a build // is successfully created, the build status is set to this value. // // * READY – The game build has been successfully uploaded. You can now create // new fleets for this build. // // * FAILED – The game build upload failed. You cannot create new fleets // for this build. Status *string `type:"string" enum:"BuildStatus"` // Version that is associated with this build. Version strings do not need to // be unique. This value can be set using CreateBuild or UpdateBuild. Version *string `type:"string"` } // String returns the string representation func (s Build) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s Build) GoString() string { return s.String() } // SetBuildId sets the BuildId field's value. func (s *Build) SetBuildId(v string) *Build { s.BuildId = &v return s } // SetCreationTime sets the CreationTime field's value. func (s *Build) SetCreationTime(v time.Time) *Build { s.CreationTime = &v return s } // SetName sets the Name field's value. func (s *Build) SetName(v string) *Build { s.Name = &v return s } // SetOperatingSystem sets the OperatingSystem field's value. func (s *Build) SetOperatingSystem(v string) *Build { s.OperatingSystem = &v return s } // SetSizeOnDisk sets the SizeOnDisk field's value. func (s *Build) SetSizeOnDisk(v int64) *Build { s.SizeOnDisk = &v return s } // SetStatus sets the Status field's value. func (s *Build) SetStatus(v string) *Build { s.Status = &v return s } // SetVersion sets the Version field's value. func (s *Build) SetVersion(v string) *Build { s.Version = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAliasInput type CreateAliasInput struct { _ struct{} `type:"structure"` // Human-readable description of an alias. Description *string `min:"1" type:"string"` // Descriptive label that is associated with an alias. Alias names do not need // to be unique. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Object that specifies the fleet and routing type to use for the alias. // // RoutingStrategy is a required field RoutingStrategy *RoutingStrategy `type:"structure" required:"true"` } // String returns the string representation func (s CreateAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreateAliasInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateAliasInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateAliasInput"} if s.Description != nil && len(*s.Description) < 1 { invalidParams.Add(request.NewErrParamMinLen("Description", 1)) } if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.RoutingStrategy == nil { invalidParams.Add(request.NewErrParamRequired("RoutingStrategy")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetDescription sets the Description field's value. func (s *CreateAliasInput) SetDescription(v string) *CreateAliasInput { s.Description = &v return s } // SetName sets the Name field's value. func (s *CreateAliasInput) SetName(v string) *CreateAliasInput { s.Name = &v return s } // SetRoutingStrategy sets the RoutingStrategy field's value. func (s *CreateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *CreateAliasInput { s.RoutingStrategy = v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAliasOutput type CreateAliasOutput struct { _ struct{} `type:"structure"` // Object that describes the newly created alias record. Alias *Alias `type:"structure"` } // String returns the string representation func (s CreateAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreateAliasOutput) GoString() string { return s.String() } // SetAlias sets the Alias field's value. func (s *CreateAliasOutput) SetAlias(v *Alias) *CreateAliasOutput { s.Alias = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuildInput type CreateBuildInput struct { _ struct{} `type:"structure"` // Descriptive label that is associated with a build. Build names do not need // to be unique. You can use UpdateBuild to change this value later. Name *string `min:"1" type:"string"` // Operating system that the game server binaries are built to run on. This // value determines the type of fleet resources that you can use for this build. // If your game build contains multiple executables, they all must run on the // same operating system. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // Amazon S3 location of the game build files to be uploaded. The S3 bucket // must be owned by the same AWS account that you're using to manage Amazon // GameLift. It also must in the same region that you want to create a new build // in. Before calling CreateBuild with this location, you must allow Amazon // GameLift to access your Amazon S3 bucket (see Create a Build with Files in // Amazon S3 (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build)). StorageLocation *S3Location `type:"structure"` // Version that is associated with this build. Version strings do not need to // be unique. You can use UpdateBuild to change this value later. Version *string `min:"1" type:"string"` } // String returns the string representation func (s CreateBuildInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreateBuildInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateBuildInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateBuildInput"} if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.Version != nil && len(*s.Version) < 1 { invalidParams.Add(request.NewErrParamMinLen("Version", 1)) } if s.StorageLocation != nil { if err := s.StorageLocation.Validate(); err != nil { invalidParams.AddNested("StorageLocation", err.(request.ErrInvalidParams)) } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetName sets the Name field's value. func (s *CreateBuildInput) SetName(v string) *CreateBuildInput { s.Name = &v return s } // SetOperatingSystem sets the OperatingSystem field's value. func (s *CreateBuildInput) SetOperatingSystem(v string) *CreateBuildInput { s.OperatingSystem = &v return s } // SetStorageLocation sets the StorageLocation field's value. func (s *CreateBuildInput) SetStorageLocation(v *S3Location) *CreateBuildInput { s.StorageLocation = v return s } // SetVersion sets the Version field's value. func (s *CreateBuildInput) SetVersion(v string) *CreateBuildInput { s.Version = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuildOutput type CreateBuildOutput struct { _ struct{} `type:"structure"` // The newly created build record, including a unique build ID and status. Build *Build `type:"structure"` // Amazon S3 location specified in the request. StorageLocation *S3Location `type:"structure"` // This element is not currently in use. UploadCredentials *AwsCredentials `type:"structure"` } // String returns the string representation func (s CreateBuildOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreateBuildOutput) GoString() string { return s.String() } // SetBuild sets the Build field's value. func (s *CreateBuildOutput) SetBuild(v *Build) *CreateBuildOutput { s.Build = v return s } // SetStorageLocation sets the StorageLocation field's value. func (s *CreateBuildOutput) SetStorageLocation(v *S3Location) *CreateBuildOutput { s.StorageLocation = v return s } // SetUploadCredentials sets the UploadCredentials field's value. func (s *CreateBuildOutput) SetUploadCredentials(v *AwsCredentials) *CreateBuildOutput { s.UploadCredentials = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetInput type CreateFleetInput struct { _ struct{} `type:"structure"` // Unique identifier for a build to be deployed on the new fleet. The build // must have been successfully uploaded to Amazon GameLift and be in a READY // status. This fleet setting cannot be changed once the fleet is created. // // BuildId is a required field BuildId *string `type:"string" required:"true"` // Human-readable description of a fleet. Description *string `min:"1" type:"string"` // Range of IP addresses and port settings that permit inbound traffic to access // server processes running on the fleet. If no inbound permissions are set, // including both IP address range and port range, the server processes in the // fleet cannot accept connections. You can specify one or more sets of permissions // for a fleet. EC2InboundPermissions []*IpPermission `type:"list"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. // // EC2InstanceType is a required field EC2InstanceType *string `type:"string" required:"true" enum:"EC2InstanceType"` // This parameter is no longer used. Instead, to specify where Amazon GameLift // should store log files once a server process shuts down, use the Amazon GameLift // server API ProcessReady() and specify one or more directory paths in logParameters. // See more information in the Server API Reference (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process). LogPaths []*string `type:"list"` // Names of metric groups to add this fleet to. Use an existing metric group // name to add this fleet to the group. Or use a new name to create a new metric // group. A fleet can only be included in one metric group at a time. MetricGroups []*string `type:"list"` // Descriptive label that is associated with a fleet. Fleet names do not need // to be unique. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Game session protection policy to apply to all instances in this fleet. If // this parameter is not set, instances in this fleet default to no protection. // You can change a fleet's protection policy using UpdateFleetAttributes, but // this change will only affect sessions created after the policy change. You // can also set protection for individual instances using UpdateGameSession. // // * NoProtection – The game session can be terminated during a scale-down // event. // // * FullProtection – If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // Policy that limits the number of game sessions an individual player can create // over a span of time for this fleet. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // Instructions for launching server processes on each instance in the fleet. // The run-time configuration for a fleet has a collection of server process // configurations, one for each type of server process to run on an instance. // A server process configuration specifies the location of the server executable, // launch parameters, and the number of concurrent processes with that configuration // to maintain on each instance. A CreateFleet request must include a run-time // configuration with at least one server process configuration; otherwise the // request fails with an invalid request exception. (This parameter replaces // the parameters ServerLaunchPath and ServerLaunchParameters; requests that // contain values for these parameters instead of a run-time configuration will // continue to work.) RuntimeConfiguration *RuntimeConfiguration `type:"structure"` // This parameter is no longer used. Instead, specify server launch parameters // in the RuntimeConfiguration parameter. (Requests that specify a server launch // path and launch parameters instead of a run-time configuration will continue // to work.) ServerLaunchParameters *string `min:"1" type:"string"` // This parameter is no longer used. Instead, specify a server launch path using // the RuntimeConfiguration parameter. (Requests that specify a server launch // path and launch parameters instead of a run-time configuration will continue // to work.) ServerLaunchPath *string `min:"1" type:"string"` } // String returns the string representation func (s CreateFleetInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreateFleetInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateFleetInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateFleetInput"} if s.BuildId == nil { invalidParams.Add(request.NewErrParamRequired("BuildId")) } if s.Description != nil && len(*s.Description) < 1 { invalidParams.Add(request.NewErrParamMinLen("Description", 1)) } if s.EC2InstanceType == nil { invalidParams.Add(request.NewErrParamRequired("EC2InstanceType")) } if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.ServerLaunchParameters != nil && len(*s.ServerLaunchParameters) < 1 { invalidParams.Add(request.NewErrParamMinLen("ServerLaunchParameters", 1)) } if s.ServerLaunchPath != nil && len(*s.ServerLaunchPath) < 1 { invalidParams.Add(request.NewErrParamMinLen("ServerLaunchPath", 1)) } if s.EC2InboundPermissions != nil { for i, v := range s.EC2InboundPermissions { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "EC2InboundPermissions", i), err.(request.ErrInvalidParams)) } } } if s.RuntimeConfiguration != nil { if err := s.RuntimeConfiguration.Validate(); err != nil { invalidParams.AddNested("RuntimeConfiguration", err.(request.ErrInvalidParams)) } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetBuildId sets the BuildId field's value. func (s *CreateFleetInput) SetBuildId(v string) *CreateFleetInput { s.BuildId = &v return s } // SetDescription sets the Description field's value. func (s *CreateFleetInput) SetDescription(v string) *CreateFleetInput { s.Description = &v return s } // SetEC2InboundPermissions sets the EC2InboundPermissions field's value. func (s *CreateFleetInput) SetEC2InboundPermissions(v []*IpPermission) *CreateFleetInput { s.EC2InboundPermissions = v return s } // SetEC2InstanceType sets the EC2InstanceType field's value. func (s *CreateFleetInput) SetEC2InstanceType(v string) *CreateFleetInput { s.EC2InstanceType = &v return s } // SetLogPaths sets the LogPaths field's value. func (s *CreateFleetInput) SetLogPaths(v []*string) *CreateFleetInput { s.LogPaths = v return s } // SetMetricGroups sets the MetricGroups field's value. func (s *CreateFleetInput) SetMetricGroups(v []*string) *CreateFleetInput { s.MetricGroups = v return s } // SetName sets the Name field's value. func (s *CreateFleetInput) SetName(v string) *CreateFleetInput { s.Name = &v return s } // SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value. func (s *CreateFleetInput) SetNewGameSessionProtectionPolicy(v string) *CreateFleetInput { s.NewGameSessionProtectionPolicy = &v return s } // SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value. func (s *CreateFleetInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *CreateFleetInput { s.ResourceCreationLimitPolicy = v return s } // SetRuntimeConfiguration sets the RuntimeConfiguration field's value. func (s *CreateFleetInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *CreateFleetInput { s.RuntimeConfiguration = v return s } // SetServerLaunchParameters sets the ServerLaunchParameters field's value. func (s *CreateFleetInput) SetServerLaunchParameters(v string) *CreateFleetInput { s.ServerLaunchParameters = &v return s } // SetServerLaunchPath sets the ServerLaunchPath field's value. func (s *CreateFleetInput) SetServerLaunchPath(v string) *CreateFleetInput { s.ServerLaunchPath = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetOutput type CreateFleetOutput struct { _ struct{} `type:"structure"` // Properties for the newly created fleet. FleetAttributes *FleetAttributes `type:"structure"` } // String returns the string representation func (s CreateFleetOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreateFleetOutput) GoString() string { return s.String() } // SetFleetAttributes sets the FleetAttributes field's value. func (s *CreateFleetOutput) SetFleetAttributes(v *FleetAttributes) *CreateFleetOutput { s.FleetAttributes = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionInput type CreateGameSessionInput struct { _ struct{} `type:"structure"` // Unique identifier for an alias associated with the fleet to create a game // session in. Each request must reference either a fleet ID or alias ID, but // not both. AliasId *string `type:"string"` // Unique identifier for a player or entity creating the game session. This // ID is used to enforce a resource protection policy (if one exists) that limits // the number of concurrent active game sessions one player can have. CreatorId *string `min:"1" type:"string"` // Unique identifier for a fleet to create a game session in. Each request must // reference either a fleet ID or alias ID, but not both. FleetId *string `type:"string"` // Set of developer-defined properties for a game session. These properties // are passed to the server process hosting the game session. GameProperties []*GameProperty `type:"list"` // 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 ID has the following format: // arn:aws:gamelift:::gamesession//.) 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 ID has the following format: // arn:aws:gamelift:::gamesession//.) IdempotencyToken *string `min:"1" type:"string"` // Maximum number of players that can be connected simultaneously to the game // session. // // MaximumPlayerSessionCount is a required field MaximumPlayerSessionCount *int64 `type:"integer" required:"true"` // Descriptive label that is associated with a game session. Session names do // not need to be unique. Name *string `min:"1" type:"string"` } // String returns the string representation func (s CreateGameSessionInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreateGameSessionInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateGameSessionInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateGameSessionInput"} if s.CreatorId != nil && len(*s.CreatorId) < 1 { invalidParams.Add(request.NewErrParamMinLen("CreatorId", 1)) } if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.IdempotencyToken != nil && len(*s.IdempotencyToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("IdempotencyToken", 1)) } if s.MaximumPlayerSessionCount == nil { invalidParams.Add(request.NewErrParamRequired("MaximumPlayerSessionCount")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.GameProperties != nil { for i, v := range s.GameProperties { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "GameProperties", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAliasId sets the AliasId field's value. func (s *CreateGameSessionInput) SetAliasId(v string) *CreateGameSessionInput { s.AliasId = &v return s } // SetCreatorId sets the CreatorId field's value. func (s *CreateGameSessionInput) SetCreatorId(v string) *CreateGameSessionInput { s.CreatorId = &v return s } // SetFleetId sets the FleetId field's value. func (s *CreateGameSessionInput) SetFleetId(v string) *CreateGameSessionInput { s.FleetId = &v return s } // SetGameProperties sets the GameProperties field's value. func (s *CreateGameSessionInput) SetGameProperties(v []*GameProperty) *CreateGameSessionInput { s.GameProperties = v return s } // SetGameSessionId sets the GameSessionId field's value. func (s *CreateGameSessionInput) SetGameSessionId(v string) *CreateGameSessionInput { s.GameSessionId = &v return s } // SetIdempotencyToken sets the IdempotencyToken field's value. func (s *CreateGameSessionInput) SetIdempotencyToken(v string) *CreateGameSessionInput { s.IdempotencyToken = &v return s } // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. func (s *CreateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *CreateGameSessionInput { s.MaximumPlayerSessionCount = &v return s } // SetName sets the Name field's value. func (s *CreateGameSessionInput) SetName(v string) *CreateGameSessionInput { s.Name = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionOutput type CreateGameSessionOutput struct { _ struct{} `type:"structure"` // Object that describes the newly created game session record. GameSession *GameSession `type:"structure"` } // String returns the string representation func (s CreateGameSessionOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreateGameSessionOutput) GoString() string { return s.String() } // SetGameSession sets the GameSession field's value. func (s *CreateGameSessionOutput) SetGameSession(v *GameSession) *CreateGameSessionOutput { s.GameSession = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueueInput type CreateGameSessionQueueInput struct { _ struct{} `type:"structure"` // List of fleets that can be used to fulfill game session placement requests // in the queue. Fleets are identified by either a fleet ARN or a fleet alias // ARN. Destinations are listed in default preference order. Destinations []*GameSessionQueueDestination `type:"list"` // Descriptive label that is associated with queue. Queue names must be unique // within each region. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. // With just one policy, it is enforced at the start of the game session placement // for the duration period. With multiple policies, each policy is enforced // consecutively for its duration period. For example, a queue might enforce // a 60-second policy followed by a 120-second policy, and then no policy for // the remainder of the placement. A player latency policy must set a value // for MaximumIndividualPlayerLatencyMilliseconds; if none is set, this API // requests will fail. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` // Maximum time, in seconds, that a new game session placement request remains // in the queue. When a request exceeds this time, the game session placement // changes to a TIMED_OUT status. TimeoutInSeconds *int64 `type:"integer"` } // String returns the string representation func (s CreateGameSessionQueueInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreateGameSessionQueueInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateGameSessionQueueInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateGameSessionQueueInput"} if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.Destinations != nil { for i, v := range s.Destinations { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Destinations", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetDestinations sets the Destinations field's value. func (s *CreateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *CreateGameSessionQueueInput { s.Destinations = v return s } // SetName sets the Name field's value. func (s *CreateGameSessionQueueInput) SetName(v string) *CreateGameSessionQueueInput { s.Name = &v return s } // SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value. func (s *CreateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *CreateGameSessionQueueInput { s.PlayerLatencyPolicies = v return s } // SetTimeoutInSeconds sets the TimeoutInSeconds field's value. func (s *CreateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *CreateGameSessionQueueInput { s.TimeoutInSeconds = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueueOutput type CreateGameSessionQueueOutput struct { _ struct{} `type:"structure"` // Object that describes the newly created game session queue. GameSessionQueue *GameSessionQueue `type:"structure"` } // String returns the string representation func (s CreateGameSessionQueueOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreateGameSessionQueueOutput) GoString() string { return s.String() } // SetGameSessionQueue sets the GameSessionQueue field's value. func (s *CreateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) *CreateGameSessionQueueOutput { s.GameSessionQueue = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionInput type CreatePlayerSessionInput struct { _ struct{} `type:"structure"` // Unique identifier for the game session to add a player to. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` // Developer-defined information related to a player. Amazon GameLift does not // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // Unique identifier for a player. Player IDs are developer-defined. // // PlayerId is a required field PlayerId *string `min:"1" type:"string" required:"true"` } // String returns the string representation func (s CreatePlayerSessionInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreatePlayerSessionInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreatePlayerSessionInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreatePlayerSessionInput"} if s.GameSessionId == nil { invalidParams.Add(request.NewErrParamRequired("GameSessionId")) } if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.PlayerData != nil && len(*s.PlayerData) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerData", 1)) } if s.PlayerId == nil { invalidParams.Add(request.NewErrParamRequired("PlayerId")) } if s.PlayerId != nil && len(*s.PlayerId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerId", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameSessionId sets the GameSessionId field's value. func (s *CreatePlayerSessionInput) SetGameSessionId(v string) *CreatePlayerSessionInput { s.GameSessionId = &v return s } // SetPlayerData sets the PlayerData field's value. func (s *CreatePlayerSessionInput) SetPlayerData(v string) *CreatePlayerSessionInput { s.PlayerData = &v return s } // SetPlayerId sets the PlayerId field's value. func (s *CreatePlayerSessionInput) SetPlayerId(v string) *CreatePlayerSessionInput { s.PlayerId = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionOutput type CreatePlayerSessionOutput struct { _ struct{} `type:"structure"` // Object that describes the newly created player session record. PlayerSession *PlayerSession `type:"structure"` } // String returns the string representation func (s CreatePlayerSessionOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreatePlayerSessionOutput) GoString() string { return s.String() } // SetPlayerSession sets the PlayerSession field's value. func (s *CreatePlayerSessionOutput) SetPlayerSession(v *PlayerSession) *CreatePlayerSessionOutput { s.PlayerSession = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionsInput type CreatePlayerSessionsInput struct { _ struct{} `type:"structure"` // 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"` } // String returns the string representation func (s CreatePlayerSessionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreatePlayerSessionsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreatePlayerSessionsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreatePlayerSessionsInput"} if s.GameSessionId == nil { invalidParams.Add(request.NewErrParamRequired("GameSessionId")) } if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.PlayerIds == nil { invalidParams.Add(request.NewErrParamRequired("PlayerIds")) } if s.PlayerIds != nil && len(s.PlayerIds) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerIds", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameSessionId sets the GameSessionId field's value. func (s *CreatePlayerSessionsInput) SetGameSessionId(v string) *CreatePlayerSessionsInput { s.GameSessionId = &v return s } // SetPlayerDataMap sets the PlayerDataMap field's value. func (s *CreatePlayerSessionsInput) SetPlayerDataMap(v map[string]*string) *CreatePlayerSessionsInput { s.PlayerDataMap = v return s } // SetPlayerIds sets the PlayerIds field's value. func (s *CreatePlayerSessionsInput) SetPlayerIds(v []*string) *CreatePlayerSessionsInput { s.PlayerIds = v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionsOutput type CreatePlayerSessionsOutput struct { _ struct{} `type:"structure"` // Collection of player session objects created for the added players. PlayerSessions []*PlayerSession `type:"list"` } // String returns the string representation func (s CreatePlayerSessionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreatePlayerSessionsOutput) GoString() string { return s.String() } // SetPlayerSessions sets the PlayerSessions field's value. func (s *CreatePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *CreatePlayerSessionsOutput { s.PlayerSessions = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAliasInput type DeleteAliasInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet alias. Specify the alias you want to delete. // // AliasId is a required field AliasId *string `type:"string" required:"true"` } // String returns the string representation func (s DeleteAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteAliasInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteAliasInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteAliasInput"} if s.AliasId == nil { invalidParams.Add(request.NewErrParamRequired("AliasId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAliasId sets the AliasId field's value. func (s *DeleteAliasInput) SetAliasId(v string) *DeleteAliasInput { s.AliasId = &v return s } // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAliasOutput type DeleteAliasOutput struct { _ struct{} `type:"structure"` } // String returns the string representation func (s DeleteAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteAliasOutput) GoString() string { return s.String() } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuildInput type DeleteBuildInput struct { _ struct{} `type:"structure"` // Unique identifier for a build to delete. // // BuildId is a required field BuildId *string `type:"string" required:"true"` } // String returns the string representation func (s DeleteBuildInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteBuildInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteBuildInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteBuildInput"} if s.BuildId == nil { invalidParams.Add(request.NewErrParamRequired("BuildId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetBuildId sets the BuildId field's value. func (s *DeleteBuildInput) SetBuildId(v string) *DeleteBuildInput { s.BuildId = &v return s } // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuildOutput type DeleteBuildOutput struct { _ struct{} `type:"structure"` } // String returns the string representation func (s DeleteBuildOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteBuildOutput) GoString() string { return s.String() } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetInput type DeleteFleetInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet to be deleted. // // FleetId is a required field FleetId *string `type:"string" required:"true"` } // String returns the string representation func (s DeleteFleetInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteFleetInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteFleetInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteFleetInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *DeleteFleetInput) SetFleetId(v string) *DeleteFleetInput { s.FleetId = &v return s } // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetOutput type DeleteFleetOutput struct { _ struct{} `type:"structure"` } // String returns the string representation func (s DeleteFleetOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteFleetOutput) GoString() string { return s.String() } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueueInput type DeleteGameSessionQueueInput struct { _ struct{} `type:"structure"` // Descriptive label that is associated with queue. Queue names must be unique // within each region. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` } // String returns the string representation func (s DeleteGameSessionQueueInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteGameSessionQueueInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteGameSessionQueueInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteGameSessionQueueInput"} if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetName sets the Name field's value. func (s *DeleteGameSessionQueueInput) SetName(v string) *DeleteGameSessionQueueInput { s.Name = &v return s } // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueueOutput type DeleteGameSessionQueueOutput struct { _ struct{} `type:"structure"` } // String returns the string representation func (s DeleteGameSessionQueueOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteGameSessionQueueOutput) GoString() string { return s.String() } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicyInput type DeleteScalingPolicyInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet to be deleted. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Descriptive label that is associated with a scaling policy. Policy names // do not need to be unique. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` } // String returns the string representation func (s DeleteScalingPolicyInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteScalingPolicyInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteScalingPolicyInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteScalingPolicyInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *DeleteScalingPolicyInput) SetFleetId(v string) *DeleteScalingPolicyInput { s.FleetId = &v return s } // SetName sets the Name field's value. func (s *DeleteScalingPolicyInput) SetName(v string) *DeleteScalingPolicyInput { s.Name = &v return s } // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicyOutput type DeleteScalingPolicyOutput struct { _ struct{} `type:"structure"` } // String returns the string representation func (s DeleteScalingPolicyOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteScalingPolicyOutput) GoString() string { return s.String() } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAliasInput type DescribeAliasInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet alias. Specify the alias you want to retrieve. // // AliasId is a required field AliasId *string `type:"string" required:"true"` } // String returns the string representation func (s DescribeAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeAliasInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeAliasInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeAliasInput"} if s.AliasId == nil { invalidParams.Add(request.NewErrParamRequired("AliasId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAliasId sets the AliasId field's value. func (s *DescribeAliasInput) SetAliasId(v string) *DescribeAliasInput { s.AliasId = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAliasOutput type DescribeAliasOutput struct { _ struct{} `type:"structure"` // Object that contains the requested alias. Alias *Alias `type:"structure"` } // String returns the string representation func (s DescribeAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeAliasOutput) GoString() string { return s.String() } // SetAlias sets the Alias field's value. func (s *DescribeAliasOutput) SetAlias(v *Alias) *DescribeAliasOutput { s.Alias = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuildInput type DescribeBuildInput struct { _ struct{} `type:"structure"` // Unique identifier for a build to retrieve properties for. // // BuildId is a required field BuildId *string `type:"string" required:"true"` } // String returns the string representation func (s DescribeBuildInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeBuildInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeBuildInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeBuildInput"} if s.BuildId == nil { invalidParams.Add(request.NewErrParamRequired("BuildId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetBuildId sets the BuildId field's value. func (s *DescribeBuildInput) SetBuildId(v string) *DescribeBuildInput { s.BuildId = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuildOutput type DescribeBuildOutput struct { _ struct{} `type:"structure"` // Set of properties describing the requested build. Build *Build `type:"structure"` } // String returns the string representation func (s DescribeBuildOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeBuildOutput) GoString() string { return s.String() } // SetBuild sets the Build field's value. func (s *DescribeBuildOutput) SetBuild(v *Build) *DescribeBuildOutput { s.Build = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimitsInput type DescribeEC2InstanceLimitsInput struct { _ struct{} `type:"structure"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. Leave // this parameter blank to retrieve limits for all types. EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` } // String returns the string representation func (s DescribeEC2InstanceLimitsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeEC2InstanceLimitsInput) GoString() string { return s.String() } // SetEC2InstanceType sets the EC2InstanceType field's value. func (s *DescribeEC2InstanceLimitsInput) SetEC2InstanceType(v string) *DescribeEC2InstanceLimitsInput { s.EC2InstanceType = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimitsOutput type DescribeEC2InstanceLimitsOutput struct { _ struct{} `type:"structure"` // Object that contains the maximum number of instances for the specified instance // type. EC2InstanceLimits []*EC2InstanceLimit `type:"list"` } // String returns the string representation func (s DescribeEC2InstanceLimitsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeEC2InstanceLimitsOutput) GoString() string { return s.String() } // SetEC2InstanceLimits sets the EC2InstanceLimits field's value. func (s *DescribeEC2InstanceLimitsOutput) SetEC2InstanceLimits(v []*EC2InstanceLimit) *DescribeEC2InstanceLimitsOutput { s.EC2InstanceLimits = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributesInput type DescribeFleetAttributesInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet(s) to retrieve attributes for. To request attributes // for all fleets, leave this parameter empty. FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To specify // the start of the result set, do not specify a value. This parameter is ignored // when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeFleetAttributesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetAttributesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeFleetAttributesInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeFleetAttributesInput"} if s.FleetIds != nil && len(s.FleetIds) < 1 { invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetIds sets the FleetIds field's value. func (s *DescribeFleetAttributesInput) SetFleetIds(v []*string) *DescribeFleetAttributesInput { s.FleetIds = v return s } // SetLimit sets the Limit field's value. func (s *DescribeFleetAttributesInput) SetLimit(v int64) *DescribeFleetAttributesInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeFleetAttributesInput) SetNextToken(v string) *DescribeFleetAttributesInput { s.NextToken = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributesOutput type DescribeFleetAttributesOutput struct { _ struct{} `type:"structure"` // Collection of objects containing attribute metadata for each requested fleet // ID. FleetAttributes []*FleetAttributes `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeFleetAttributesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetAttributesOutput) GoString() string { return s.String() } // SetFleetAttributes sets the FleetAttributes field's value. func (s *DescribeFleetAttributesOutput) SetFleetAttributes(v []*FleetAttributes) *DescribeFleetAttributesOutput { s.FleetAttributes = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeFleetAttributesOutput) SetNextToken(v string) *DescribeFleetAttributesOutput { s.NextToken = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacityInput type DescribeFleetCapacityInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet(s) to retrieve capacity information for. To // request capacity information for all fleets, leave this parameter empty. FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To specify // the start of the result set, do not specify a value. This parameter is ignored // when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeFleetCapacityInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetCapacityInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeFleetCapacityInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeFleetCapacityInput"} if s.FleetIds != nil && len(s.FleetIds) < 1 { invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetIds sets the FleetIds field's value. func (s *DescribeFleetCapacityInput) SetFleetIds(v []*string) *DescribeFleetCapacityInput { s.FleetIds = v return s } // SetLimit sets the Limit field's value. func (s *DescribeFleetCapacityInput) SetLimit(v int64) *DescribeFleetCapacityInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeFleetCapacityInput) SetNextToken(v string) *DescribeFleetCapacityInput { s.NextToken = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacityOutput type DescribeFleetCapacityOutput struct { _ struct{} `type:"structure"` // Collection of objects containing capacity information for each requested // fleet ID. Leave this parameter empty to retrieve capacity information for // all fleets. FleetCapacity []*FleetCapacity `type:"list"` // Token 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"` } // String returns the string representation func (s DescribeFleetCapacityOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetCapacityOutput) GoString() string { return s.String() } // SetFleetCapacity sets the FleetCapacity field's value. func (s *DescribeFleetCapacityOutput) SetFleetCapacity(v []*FleetCapacity) *DescribeFleetCapacityOutput { s.FleetCapacity = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeFleetCapacityOutput) SetNextToken(v string) *DescribeFleetCapacityOutput { s.NextToken = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEventsInput type DescribeFleetEventsInput struct { _ struct{} `type:"structure"` // Most recent date to retrieve event logs for. If no end time is specified, // this call returns entries from the specified start time up to the present. // Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057"). EndTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for a fleet to get event logs for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To specify // the start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Earliest date to retrieve event logs for. If no start time is specified, // this call returns entries starting from when the fleet was created to the // specified end time. Format is a number expressed in Unix time as milliseconds // (ex: "1469498468.057"). StartTime *time.Time `type:"timestamp" timestampFormat:"unix"` } // String returns the string representation func (s DescribeFleetEventsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetEventsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeFleetEventsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeFleetEventsInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetEndTime sets the EndTime field's value. func (s *DescribeFleetEventsInput) SetEndTime(v time.Time) *DescribeFleetEventsInput { s.EndTime = &v return s } // SetFleetId sets the FleetId field's value. func (s *DescribeFleetEventsInput) SetFleetId(v string) *DescribeFleetEventsInput { s.FleetId = &v return s } // SetLimit sets the Limit field's value. func (s *DescribeFleetEventsInput) SetLimit(v int64) *DescribeFleetEventsInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeFleetEventsInput) SetNextToken(v string) *DescribeFleetEventsInput { s.NextToken = &v return s } // SetStartTime sets the StartTime field's value. func (s *DescribeFleetEventsInput) SetStartTime(v time.Time) *DescribeFleetEventsInput { s.StartTime = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEventsOutput type DescribeFleetEventsOutput struct { _ struct{} `type:"structure"` // 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"` } // String returns the string representation func (s DescribeFleetEventsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetEventsOutput) GoString() string { return s.String() } // SetEvents sets the Events field's value. func (s *DescribeFleetEventsOutput) SetEvents(v []*Event) *DescribeFleetEventsOutput { s.Events = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeFleetEventsOutput) SetNextToken(v string) *DescribeFleetEventsOutput { s.NextToken = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettingsInput type DescribeFleetPortSettingsInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet to retrieve port settings for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` } // String returns the string representation func (s DescribeFleetPortSettingsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetPortSettingsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeFleetPortSettingsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeFleetPortSettingsInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *DescribeFleetPortSettingsInput) SetFleetId(v string) *DescribeFleetPortSettingsInput { s.FleetId = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettingsOutput type DescribeFleetPortSettingsOutput struct { _ struct{} `type:"structure"` // Object that contains port settings for the requested fleet ID. InboundPermissions []*IpPermission `type:"list"` } // String returns the string representation func (s DescribeFleetPortSettingsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetPortSettingsOutput) GoString() string { return s.String() } // SetInboundPermissions sets the InboundPermissions field's value. func (s *DescribeFleetPortSettingsOutput) SetInboundPermissions(v []*IpPermission) *DescribeFleetPortSettingsOutput { s.InboundPermissions = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilizationInput type DescribeFleetUtilizationInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet(s) to retrieve utilization data for. To request // utilization data for all fleets, leave this parameter empty. FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To specify // the start of the result set, do not specify a value. This parameter is ignored // when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeFleetUtilizationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetUtilizationInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeFleetUtilizationInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeFleetUtilizationInput"} if s.FleetIds != nil && len(s.FleetIds) < 1 { invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetIds sets the FleetIds field's value. func (s *DescribeFleetUtilizationInput) SetFleetIds(v []*string) *DescribeFleetUtilizationInput { s.FleetIds = v return s } // SetLimit sets the Limit field's value. func (s *DescribeFleetUtilizationInput) SetLimit(v int64) *DescribeFleetUtilizationInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeFleetUtilizationInput) SetNextToken(v string) *DescribeFleetUtilizationInput { s.NextToken = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilizationOutput type DescribeFleetUtilizationOutput struct { _ struct{} `type:"structure"` // 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"` } // String returns the string representation func (s DescribeFleetUtilizationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetUtilizationOutput) GoString() string { return s.String() } // SetFleetUtilization sets the FleetUtilization field's value. func (s *DescribeFleetUtilizationOutput) SetFleetUtilization(v []*FleetUtilization) *DescribeFleetUtilizationOutput { s.FleetUtilization = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeFleetUtilizationOutput) SetNextToken(v string) *DescribeFleetUtilizationOutput { s.NextToken = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetailsInput type DescribeGameSessionDetailsInput struct { _ struct{} `type:"structure"` // Unique identifier for an alias associated with the fleet to retrieve all // game sessions for. AliasId *string `type:"string"` // Unique identifier for a fleet to retrieve all game sessions active on the // fleet. FleetId *string `type:"string"` // Unique identifier for the game session to retrieve. GameSessionId *string `min:"1" type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To specify // the start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Game session status to filter results on. Possible game session statuses // include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are // transitory). StatusFilter *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeGameSessionDetailsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeGameSessionDetailsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeGameSessionDetailsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionDetailsInput"} if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if s.StatusFilter != nil && len(*s.StatusFilter) < 1 { invalidParams.Add(request.NewErrParamMinLen("StatusFilter", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAliasId sets the AliasId field's value. func (s *DescribeGameSessionDetailsInput) SetAliasId(v string) *DescribeGameSessionDetailsInput { s.AliasId = &v return s } // SetFleetId sets the FleetId field's value. func (s *DescribeGameSessionDetailsInput) SetFleetId(v string) *DescribeGameSessionDetailsInput { s.FleetId = &v return s } // SetGameSessionId sets the GameSessionId field's value. func (s *DescribeGameSessionDetailsInput) SetGameSessionId(v string) *DescribeGameSessionDetailsInput { s.GameSessionId = &v return s } // SetLimit sets the Limit field's value. func (s *DescribeGameSessionDetailsInput) SetLimit(v int64) *DescribeGameSessionDetailsInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeGameSessionDetailsInput) SetNextToken(v string) *DescribeGameSessionDetailsInput { s.NextToken = &v return s } // SetStatusFilter sets the StatusFilter field's value. func (s *DescribeGameSessionDetailsInput) SetStatusFilter(v string) *DescribeGameSessionDetailsInput { s.StatusFilter = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetailsOutput type DescribeGameSessionDetailsOutput struct { _ struct{} `type:"structure"` // Collection of objects containing game session properties and the protection // policy currently in force for each session matching the request. GameSessionDetails []*GameSessionDetail `type:"list"` // Token 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"` } // String returns the string representation func (s DescribeGameSessionDetailsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeGameSessionDetailsOutput) GoString() string { return s.String() } // SetGameSessionDetails sets the GameSessionDetails field's value. func (s *DescribeGameSessionDetailsOutput) SetGameSessionDetails(v []*GameSessionDetail) *DescribeGameSessionDetailsOutput { s.GameSessionDetails = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeGameSessionDetailsOutput) SetNextToken(v string) *DescribeGameSessionDetailsOutput { s.NextToken = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacementInput type DescribeGameSessionPlacementInput struct { _ struct{} `type:"structure"` // Unique identifier for a game session placement to retrieve. // // PlacementId is a required field PlacementId *string `min:"1" type:"string" required:"true"` } // String returns the string representation func (s DescribeGameSessionPlacementInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeGameSessionPlacementInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeGameSessionPlacementInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionPlacementInput"} if s.PlacementId == nil { invalidParams.Add(request.NewErrParamRequired("PlacementId")) } if s.PlacementId != nil && len(*s.PlacementId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlacementId", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetPlacementId sets the PlacementId field's value. func (s *DescribeGameSessionPlacementInput) SetPlacementId(v string) *DescribeGameSessionPlacementInput { s.PlacementId = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacementOutput type DescribeGameSessionPlacementOutput struct { _ struct{} `type:"structure"` // Object that describes the requested game session placement. GameSessionPlacement *GameSessionPlacement `type:"structure"` } // String returns the string representation func (s DescribeGameSessionPlacementOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeGameSessionPlacementOutput) GoString() string { return s.String() } // SetGameSessionPlacement sets the GameSessionPlacement field's value. func (s *DescribeGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *DescribeGameSessionPlacementOutput { s.GameSessionPlacement = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueuesInput type DescribeGameSessionQueuesInput struct { _ struct{} `type:"structure"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // List of queue names to retrieve information for. To request settings for // all queues, leave this parameter empty. Names []*string `type:"list"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To specify // the start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeGameSessionQueuesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeGameSessionQueuesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeGameSessionQueuesInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionQueuesInput"} if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetLimit sets the Limit field's value. func (s *DescribeGameSessionQueuesInput) SetLimit(v int64) *DescribeGameSessionQueuesInput { s.Limit = &v return s } // SetNames sets the Names field's value. func (s *DescribeGameSessionQueuesInput) SetNames(v []*string) *DescribeGameSessionQueuesInput { s.Names = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeGameSessionQueuesInput) SetNextToken(v string) *DescribeGameSessionQueuesInput { s.NextToken = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueuesOutput type DescribeGameSessionQueuesOutput struct { _ struct{} `type:"structure"` // Collection of objects that describes the requested game session queues. GameSessionQueues []*GameSessionQueue `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeGameSessionQueuesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeGameSessionQueuesOutput) GoString() string { return s.String() } // SetGameSessionQueues sets the GameSessionQueues field's value. func (s *DescribeGameSessionQueuesOutput) SetGameSessionQueues(v []*GameSessionQueue) *DescribeGameSessionQueuesOutput { s.GameSessionQueues = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeGameSessionQueuesOutput) SetNextToken(v string) *DescribeGameSessionQueuesOutput { s.NextToken = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionsInput type DescribeGameSessionsInput struct { _ struct{} `type:"structure"` // Unique identifier for an alias associated with the fleet to retrieve all // game sessions for. AliasId *string `type:"string"` // Unique identifier for a fleet to retrieve all game sessions for. FleetId *string `type:"string"` // Unique identifier for the game session to retrieve. You can use either a // GameSessionId or GameSessionArn value. GameSessionId *string `min:"1" type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To specify // the start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Game session status to filter results on. Possible game session statuses // include ACTIVE, TERMINATED, ACTIVATING, and TERMINATING (the last two are // transitory). StatusFilter *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeGameSessionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeGameSessionsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeGameSessionsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionsInput"} if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if s.StatusFilter != nil && len(*s.StatusFilter) < 1 { invalidParams.Add(request.NewErrParamMinLen("StatusFilter", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAliasId sets the AliasId field's value. func (s *DescribeGameSessionsInput) SetAliasId(v string) *DescribeGameSessionsInput { s.AliasId = &v return s } // SetFleetId sets the FleetId field's value. func (s *DescribeGameSessionsInput) SetFleetId(v string) *DescribeGameSessionsInput { s.FleetId = &v return s } // SetGameSessionId sets the GameSessionId field's value. func (s *DescribeGameSessionsInput) SetGameSessionId(v string) *DescribeGameSessionsInput { s.GameSessionId = &v return s } // SetLimit sets the Limit field's value. func (s *DescribeGameSessionsInput) SetLimit(v int64) *DescribeGameSessionsInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeGameSessionsInput) SetNextToken(v string) *DescribeGameSessionsInput { s.NextToken = &v return s } // SetStatusFilter sets the StatusFilter field's value. func (s *DescribeGameSessionsInput) SetStatusFilter(v string) *DescribeGameSessionsInput { s.StatusFilter = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionsOutput type DescribeGameSessionsOutput struct { _ struct{} `type:"structure"` // 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"` } // String returns the string representation func (s DescribeGameSessionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeGameSessionsOutput) GoString() string { return s.String() } // SetGameSessions sets the GameSessions field's value. func (s *DescribeGameSessionsOutput) SetGameSessions(v []*GameSession) *DescribeGameSessionsOutput { s.GameSessions = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeGameSessionsOutput) SetNextToken(v string) *DescribeGameSessionsOutput { s.NextToken = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstancesInput type DescribeInstancesInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet to retrieve instance information for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Unique identifier for an instance to retrieve. Specify an instance ID or // leave blank to retrieve all instances in the fleet. InstanceId *string `type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To specify // the start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeInstancesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeInstancesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeInstancesInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeInstancesInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *DescribeInstancesInput) SetFleetId(v string) *DescribeInstancesInput { s.FleetId = &v return s } // SetInstanceId sets the InstanceId field's value. func (s *DescribeInstancesInput) SetInstanceId(v string) *DescribeInstancesInput { s.InstanceId = &v return s } // SetLimit sets the Limit field's value. func (s *DescribeInstancesInput) SetLimit(v int64) *DescribeInstancesInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeInstancesInput) SetNextToken(v string) *DescribeInstancesInput { s.NextToken = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstancesOutput type DescribeInstancesOutput struct { _ struct{} `type:"structure"` // 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"` } // String returns the string representation func (s DescribeInstancesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeInstancesOutput) GoString() string { return s.String() } // SetInstances sets the Instances field's value. func (s *DescribeInstancesOutput) SetInstances(v []*Instance) *DescribeInstancesOutput { s.Instances = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeInstancesOutput) SetNextToken(v string) *DescribeInstancesOutput { s.NextToken = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessionsInput type DescribePlayerSessionsInput struct { _ struct{} `type:"structure"` // Unique identifier for the game session to retrieve player sessions for. GameSessionId *string `min:"1" type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. If a player session ID is specified, // this parameter is ignored. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To specify // the start of the result set, do not specify a value. If a player session // ID is specified, this parameter is ignored. NextToken *string `min:"1" type:"string"` // Unique identifier for a player to retrieve player sessions for. PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session to retrieve. PlayerSessionId *string `type:"string"` // Player session status to filter results on. // // Possible player session statuses include the following: // // * RESERVED – The player session request has been received, but the player // has not yet connected to the server process and/or been validated. // // * ACTIVE – The player has been validated by the server process and is // currently connected. // // * COMPLETED – The player connection has been dropped. // // * TIMEDOUT – A player session request was received, but the player did // not connect and/or was not validated within the time-out limit (60 seconds). PlayerSessionStatusFilter *string `min:"1" type:"string"` } // String returns the string representation func (s DescribePlayerSessionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribePlayerSessionsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribePlayerSessionsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribePlayerSessionsInput"} if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if s.PlayerId != nil && len(*s.PlayerId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerId", 1)) } if s.PlayerSessionStatusFilter != nil && len(*s.PlayerSessionStatusFilter) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerSessionStatusFilter", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameSessionId sets the GameSessionId field's value. func (s *DescribePlayerSessionsInput) SetGameSessionId(v string) *DescribePlayerSessionsInput { s.GameSessionId = &v return s } // SetLimit sets the Limit field's value. func (s *DescribePlayerSessionsInput) SetLimit(v int64) *DescribePlayerSessionsInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *DescribePlayerSessionsInput) SetNextToken(v string) *DescribePlayerSessionsInput { s.NextToken = &v return s } // SetPlayerId sets the PlayerId field's value. func (s *DescribePlayerSessionsInput) SetPlayerId(v string) *DescribePlayerSessionsInput { s.PlayerId = &v return s } // SetPlayerSessionId sets the PlayerSessionId field's value. func (s *DescribePlayerSessionsInput) SetPlayerSessionId(v string) *DescribePlayerSessionsInput { s.PlayerSessionId = &v return s } // SetPlayerSessionStatusFilter sets the PlayerSessionStatusFilter field's value. func (s *DescribePlayerSessionsInput) SetPlayerSessionStatusFilter(v string) *DescribePlayerSessionsInput { s.PlayerSessionStatusFilter = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessionsOutput type DescribePlayerSessionsOutput struct { _ struct{} `type:"structure"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // Collection of objects containing properties for each player session that // matches the request. PlayerSessions []*PlayerSession `type:"list"` } // String returns the string representation func (s DescribePlayerSessionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribePlayerSessionsOutput) GoString() string { return s.String() } // SetNextToken sets the NextToken field's value. func (s *DescribePlayerSessionsOutput) SetNextToken(v string) *DescribePlayerSessionsOutput { s.NextToken = &v return s } // SetPlayerSessions sets the PlayerSessions field's value. func (s *DescribePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *DescribePlayerSessionsOutput { s.PlayerSessions = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfigurationInput type DescribeRuntimeConfigurationInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet to get the run-time configuration for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` } // String returns the string representation func (s DescribeRuntimeConfigurationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeRuntimeConfigurationInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeRuntimeConfigurationInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeRuntimeConfigurationInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *DescribeRuntimeConfigurationInput) SetFleetId(v string) *DescribeRuntimeConfigurationInput { s.FleetId = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfigurationOutput type DescribeRuntimeConfigurationOutput struct { _ struct{} `type:"structure"` // Instructions describing how server processes should be launched and maintained // on each instance in the fleet. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` } // String returns the string representation func (s DescribeRuntimeConfigurationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeRuntimeConfigurationOutput) GoString() string { return s.String() } // SetRuntimeConfiguration sets the RuntimeConfiguration field's value. func (s *DescribeRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeConfiguration) *DescribeRuntimeConfigurationOutput { s.RuntimeConfiguration = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPoliciesInput type DescribeScalingPoliciesInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet to retrieve scaling policies for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To specify // the start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Scaling policy status to filter results on. A scaling policy is only in force // when in an ACTIVE status. // // * ACTIVE – The scaling policy is currently in force. // // * UPDATEREQUESTED – A request to update the scaling policy has been received. // // * UPDATING – A change is being made to the scaling policy. // // * DELETEREQUESTED – A request to delete the scaling policy has been received. // // * DELETING – The scaling policy is being deleted. // // * DELETED – The scaling policy has been deleted. // // * ERROR – An error occurred in creating the policy. It should be removed // and recreated. StatusFilter *string `type:"string" enum:"ScalingStatusType"` } // String returns the string representation func (s DescribeScalingPoliciesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeScalingPoliciesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeScalingPoliciesInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeScalingPoliciesInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *DescribeScalingPoliciesInput) SetFleetId(v string) *DescribeScalingPoliciesInput { s.FleetId = &v return s } // SetLimit sets the Limit field's value. func (s *DescribeScalingPoliciesInput) SetLimit(v int64) *DescribeScalingPoliciesInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeScalingPoliciesInput) SetNextToken(v string) *DescribeScalingPoliciesInput { s.NextToken = &v return s } // SetStatusFilter sets the StatusFilter field's value. func (s *DescribeScalingPoliciesInput) SetStatusFilter(v string) *DescribeScalingPoliciesInput { s.StatusFilter = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPoliciesOutput type DescribeScalingPoliciesOutput struct { _ struct{} `type:"structure"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // Collection of objects containing the scaling policies matching the request. ScalingPolicies []*ScalingPolicy `type:"list"` } // String returns the string representation func (s DescribeScalingPoliciesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeScalingPoliciesOutput) GoString() string { return s.String() } // SetNextToken sets the NextToken field's value. func (s *DescribeScalingPoliciesOutput) SetNextToken(v string) *DescribeScalingPoliciesOutput { s.NextToken = &v return s } // SetScalingPolicies sets the ScalingPolicies field's value. func (s *DescribeScalingPoliciesOutput) SetScalingPolicies(v []*ScalingPolicy) *DescribeScalingPoliciesOutput { s.ScalingPolicies = v return s } // Player information for use when creating player sessions using a game session // placement request with StartGameSessionPlacement. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DesiredPlayerSession type DesiredPlayerSession struct { _ struct{} `type:"structure"` // Developer-defined information related to a player. Amazon GameLift does not // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // Unique identifier for a player to associate with the player session. PlayerId *string `min:"1" type:"string"` } // String returns the string representation func (s DesiredPlayerSession) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DesiredPlayerSession) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DesiredPlayerSession) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DesiredPlayerSession"} if s.PlayerData != nil && len(*s.PlayerData) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerData", 1)) } if s.PlayerId != nil && len(*s.PlayerId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerId", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetPlayerData sets the PlayerData field's value. func (s *DesiredPlayerSession) SetPlayerData(v string) *DesiredPlayerSession { s.PlayerData = &v return s } // SetPlayerId sets the PlayerId field's value. func (s *DesiredPlayerSession) SetPlayerId(v string) *DesiredPlayerSession { s.PlayerId = &v return s } // Current status of fleet capacity. The number of active instances should match // or be in the process of matching the number of desired instances. Pending // and terminating counts are non-zero only if fleet capacity is adjusting to // an UpdateFleetCapacity request, or if access to resources is temporarily // affected. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/EC2InstanceCounts type EC2InstanceCounts struct { _ struct{} `type:"structure"` // Actual number of active instances in the fleet. ACTIVE *int64 `type:"integer"` // Ideal number of active instances in the fleet. DESIRED *int64 `type:"integer"` // Number of active instances in the fleet that are not currently hosting a // game session. IDLE *int64 `type:"integer"` // Maximum value allowed for the fleet's instance count. MAXIMUM *int64 `type:"integer"` // Minimum value allowed for the fleet's instance count. MINIMUM *int64 `type:"integer"` // Number of instances in the fleet that are starting but not yet active. PENDING *int64 `type:"integer"` // Number of instances in the fleet that are no longer active but haven't yet // been terminated. TERMINATING *int64 `type:"integer"` } // String returns the string representation func (s EC2InstanceCounts) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s EC2InstanceCounts) GoString() string { return s.String() } // SetACTIVE sets the ACTIVE field's value. func (s *EC2InstanceCounts) SetACTIVE(v int64) *EC2InstanceCounts { s.ACTIVE = &v return s } // SetDESIRED sets the DESIRED field's value. func (s *EC2InstanceCounts) SetDESIRED(v int64) *EC2InstanceCounts { s.DESIRED = &v return s } // SetIDLE sets the IDLE field's value. func (s *EC2InstanceCounts) SetIDLE(v int64) *EC2InstanceCounts { s.IDLE = &v return s } // SetMAXIMUM sets the MAXIMUM field's value. func (s *EC2InstanceCounts) SetMAXIMUM(v int64) *EC2InstanceCounts { s.MAXIMUM = &v return s } // SetMINIMUM sets the MINIMUM field's value. func (s *EC2InstanceCounts) SetMINIMUM(v int64) *EC2InstanceCounts { s.MINIMUM = &v return s } // SetPENDING sets the PENDING field's value. func (s *EC2InstanceCounts) SetPENDING(v int64) *EC2InstanceCounts { s.PENDING = &v return s } // SetTERMINATING sets the TERMINATING field's value. func (s *EC2InstanceCounts) SetTERMINATING(v int64) *EC2InstanceCounts { s.TERMINATING = &v return s } // Maximum number of instances allowed based on the Amazon Elastic Compute Cloud // (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/EC2InstanceLimit type EC2InstanceLimit struct { _ struct{} `type:"structure"` // Number of instances of the specified type that are currently in use by this // AWS account. CurrentInstances *int64 `type:"integer"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` // Number of instances allowed. InstanceLimit *int64 `type:"integer"` } // String returns the string representation func (s EC2InstanceLimit) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s EC2InstanceLimit) GoString() string { return s.String() } // SetCurrentInstances sets the CurrentInstances field's value. func (s *EC2InstanceLimit) SetCurrentInstances(v int64) *EC2InstanceLimit { s.CurrentInstances = &v return s } // SetEC2InstanceType sets the EC2InstanceType field's value. func (s *EC2InstanceLimit) SetEC2InstanceType(v string) *EC2InstanceLimit { s.EC2InstanceType = &v return s } // SetInstanceLimit sets the InstanceLimit field's value. func (s *EC2InstanceLimit) SetInstanceLimit(v int64) *EC2InstanceLimit { s.InstanceLimit = &v return s } // 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. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Event type Event struct { _ struct{} `type:"structure"` // Type of event being logged. The following events are currently in use: // // * General events: // // GENERIC_EVENT – An unspecified event has occurred. // // * Fleet creation events: // // FLEET_CREATED – A fleet record was successfully created with a status of // NEW. Event messaging includes the fleet ID. // // FLEET_STATE_DOWNLOADING – Fleet status changed from NEW to DOWNLOADING. The // compressed build has started downloading to a fleet instance for installation. // // FLEET_BINARY_DOWNLOAD_FAILED – The build failed to download to the fleet // instance. // // FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully // downloaded to an instance, and the build files are now being extracted // from the uploaded build and saved to an instance. Failure at this stage // prevents a fleet from moving to ACTIVE status. Logs for this stage display // a list of the files that are extracted and saved on the instance. Access // the logs by using the URL in PreSignedLogUrl). // // FLEET_CREATION_RUNNING_INSTALLER – The game server build files were successfully // extracted, and the Amazon GameLift is now running the build's install // script (if one is included). Failure in this stage prevents a fleet from // moving to ACTIVE status. Logs for this stage list the installation steps // and whether or not the install completed sucessfully. 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 path(s), // which are specified in the fleet's run-time configuration, exist. If any // listed launch path exists, Amazon GameLift tries to launch a game server // process and waits for the process to report ready. Failures in this stage // prevent a fleet from moving to ACTIVE status. Logs for this stage list // the launch paths in the run-time configuration and indicate whether each // is found. Access the logs by using the URL in PreSignedLogUrl). Once the // game server is launched, failures and crashes are logged; these logs can // be downloaded from the Amazon GameLift console. // // FLEET_STATE_VALIDATING – Fleet status changed from DOWNLOADING to VALIDATING. // // FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND – Validation of the run-time validation // 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 validation // failed because the executable specified in a launch path failed to run // on the fleet instance. // // FLEET_STATE_ACTIVATING – Fleet status changed from BUILDING to ACTIVATING. // // // FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one of // the steps in the fleet activation process. This event code indicates that // the game build was successfully downloaded to a fleet instance, built, // and validated, but was not able to start a server process. A possible // reason for failure is that the game server is not reporting "process ready" // to the Amazon GameLift service. // // FLEET_STATE_ACTIVE – The fleet's status changed from ACTIVATING to ACTIVE. // The fleet is now ready to host game sessions. // // * Other fleet events: // // FLEET_SCALING_EVENT – A change was made to the fleet's capacity settings // (desired instances, minimum/maximum scaling limits). Event messaging includes // the new capacity settings. // // FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED – A change was made to the // fleet's game session protection policy setting. Event messaging includes // both the old and new policy setting. // // FLEET_DELETED – A request to delete a fleet was initiated. EventCode *string `type:"string" enum:"EventCode"` // Unique identifier for a fleet event. EventId *string `min:"1" type:"string"` // Time stamp indicating when this event occurred. Format is a number expressed // in Unix time as milliseconds (for example "1469498468.057"). EventTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Additional information related to the event. Message *string `min:"1" type:"string"` // Location of stored logs with additional detail related to the event, useful // for debugging issues. The URL is valid for 15 minutes. Fleet creation logs // can also be accessed through the Amazon GameLift console. PreSignedLogUrl *string `min:"1" type:"string"` // Unique identifier for an event resource, such as a fleet ID. ResourceId *string `min:"1" type:"string"` } // String returns the string representation func (s Event) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s Event) GoString() string { return s.String() } // SetEventCode sets the EventCode field's value. func (s *Event) SetEventCode(v string) *Event { s.EventCode = &v return s } // SetEventId sets the EventId field's value. func (s *Event) SetEventId(v string) *Event { s.EventId = &v return s } // SetEventTime sets the EventTime field's value. func (s *Event) SetEventTime(v time.Time) *Event { s.EventTime = &v return s } // SetMessage sets the Message field's value. func (s *Event) SetMessage(v string) *Event { s.Message = &v return s } // SetPreSignedLogUrl sets the PreSignedLogUrl field's value. func (s *Event) SetPreSignedLogUrl(v string) *Event { s.PreSignedLogUrl = &v return s } // SetResourceId sets the ResourceId field's value. func (s *Event) SetResourceId(v string) *Event { s.ResourceId = &v return s } // General properties describing a fleet. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetAttributes type FleetAttributes struct { _ struct{} `type:"structure"` // Unique identifier for a build. BuildId *string `type:"string"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Human-readable description of the fleet. Description *string `min:"1" type:"string"` // Identifier for a fleet that is unique across all regions. FleetArn *string `min:"1" type:"string"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Location of default log files. When a server process is shut down, Amazon // GameLift captures and stores any log files in this location. These logs are // in addition to game session logs; see more on game session logs in the Amazon // GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code). // If no default log path for a fleet is specified, Amazon GameLift automatically // uploads logs that are stored on each instance at C:\game\logs (for Windows) // or /local/game/logs (for Linux). Use the Amazon GameLift console to access // stored logs. LogPaths []*string `type:"list"` // Names of metric groups that this fleet is included in. In Amazon CloudWatch, // you can view metrics for an individual fleet or aggregated metrics for fleets // that are in a fleet metric group. A fleet can be included in only one metric // group at a time. MetricGroups []*string `type:"list"` // Descriptive label that is associated with a fleet. Fleet names do not need // to be unique. Name *string `min:"1" type:"string"` // Type of game session protection to set for all new instances started in the // fleet. // // * NoProtection – The game session can be terminated during a scale-down // event. // // * FullProtection – If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // Operating system of the fleet's computing resources. A fleet's operating // system depends on the OS specified for the build that is deployed on this // fleet. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // Fleet policy to limit the number of game sessions an individual player can // create over a span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // Game server launch parameters specified for fleets created before 2016-08-04 // (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after // this date are specified in the fleet's RuntimeConfiguration. ServerLaunchParameters *string `min:"1" type:"string"` // Path to a game server executable in the fleet's build, specified for fleets // created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for // fleets created after this date are specified in the fleet's RuntimeConfiguration. ServerLaunchPath *string `min:"1" type:"string"` // Current status of the fleet. // // Possible fleet statuses include the following: // // * NEW – A new fleet has been defined and desired instances is set to 1. // // // * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING – Amazon GameLift is setting // up the new fleet, creating new instances with the game build and starting // server processes. // // * ACTIVE – Hosts can now accept game sessions. // // * ERROR – An error occurred when downloading, validating, building, or // activating the fleet. // // * DELETING – Hosts are responding to a delete fleet request. // // * TERMINATED – The fleet no longer exists. Status *string `type:"string" enum:"FleetStatus"` // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` } // String returns the string representation func (s FleetAttributes) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s FleetAttributes) GoString() string { return s.String() } // SetBuildId sets the BuildId field's value. func (s *FleetAttributes) SetBuildId(v string) *FleetAttributes { s.BuildId = &v return s } // SetCreationTime sets the CreationTime field's value. func (s *FleetAttributes) SetCreationTime(v time.Time) *FleetAttributes { s.CreationTime = &v return s } // SetDescription sets the Description field's value. func (s *FleetAttributes) SetDescription(v string) *FleetAttributes { s.Description = &v return s } // SetFleetArn sets the FleetArn field's value. func (s *FleetAttributes) SetFleetArn(v string) *FleetAttributes { s.FleetArn = &v return s } // SetFleetId sets the FleetId field's value. func (s *FleetAttributes) SetFleetId(v string) *FleetAttributes { s.FleetId = &v return s } // SetLogPaths sets the LogPaths field's value. func (s *FleetAttributes) SetLogPaths(v []*string) *FleetAttributes { s.LogPaths = v return s } // SetMetricGroups sets the MetricGroups field's value. func (s *FleetAttributes) SetMetricGroups(v []*string) *FleetAttributes { s.MetricGroups = v return s } // SetName sets the Name field's value. func (s *FleetAttributes) SetName(v string) *FleetAttributes { s.Name = &v return s } // SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value. func (s *FleetAttributes) SetNewGameSessionProtectionPolicy(v string) *FleetAttributes { s.NewGameSessionProtectionPolicy = &v return s } // SetOperatingSystem sets the OperatingSystem field's value. func (s *FleetAttributes) SetOperatingSystem(v string) *FleetAttributes { s.OperatingSystem = &v return s } // SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value. func (s *FleetAttributes) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *FleetAttributes { s.ResourceCreationLimitPolicy = v return s } // SetServerLaunchParameters sets the ServerLaunchParameters field's value. func (s *FleetAttributes) SetServerLaunchParameters(v string) *FleetAttributes { s.ServerLaunchParameters = &v return s } // SetServerLaunchPath sets the ServerLaunchPath field's value. func (s *FleetAttributes) SetServerLaunchPath(v string) *FleetAttributes { s.ServerLaunchPath = &v return s } // SetStatus sets the Status field's value. func (s *FleetAttributes) SetStatus(v string) *FleetAttributes { s.Status = &v return s } // SetTerminationTime sets the TerminationTime field's value. func (s *FleetAttributes) SetTerminationTime(v time.Time) *FleetAttributes { s.TerminationTime = &v return s } // Information about the fleet's capacity. Fleet capacity is measured in EC2 // instances. By default, new fleets have a capacity of one instance, but can // be updated as needed. The maximum number of instances for a fleet is determined // by the fleet's instance type. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetCapacity type FleetCapacity struct { _ struct{} `type:"structure"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Current status of fleet capacity. InstanceCounts *EC2InstanceCounts `type:"structure"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. InstanceType *string `type:"string" enum:"EC2InstanceType"` } // String returns the string representation func (s FleetCapacity) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s FleetCapacity) GoString() string { return s.String() } // SetFleetId sets the FleetId field's value. func (s *FleetCapacity) SetFleetId(v string) *FleetCapacity { s.FleetId = &v return s } // SetInstanceCounts sets the InstanceCounts field's value. func (s *FleetCapacity) SetInstanceCounts(v *EC2InstanceCounts) *FleetCapacity { s.InstanceCounts = v return s } // SetInstanceType sets the InstanceType field's value. func (s *FleetCapacity) SetInstanceType(v string) *FleetCapacity { s.InstanceType = &v return s } // Current status of fleet utilization, including the number of game and player // sessions being hosted. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetUtilization type FleetUtilization struct { _ struct{} `type:"structure"` // Number of active game sessions currently being hosted on all instances in // the fleet. ActiveGameSessionCount *int64 `type:"integer"` // Number of server processes in an ACTIVE status currently running across all // instances in the fleet ActiveServerProcessCount *int64 `type:"integer"` // Number of active player sessions currently being hosted on all instances // in the fleet. CurrentPlayerSessionCount *int64 `type:"integer"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Maximum players allowed across all game sessions currently being hosted on // all instances in the fleet. MaximumPlayerSessionCount *int64 `type:"integer"` } // String returns the string representation func (s FleetUtilization) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s FleetUtilization) GoString() string { return s.String() } // SetActiveGameSessionCount sets the ActiveGameSessionCount field's value. func (s *FleetUtilization) SetActiveGameSessionCount(v int64) *FleetUtilization { s.ActiveGameSessionCount = &v return s } // SetActiveServerProcessCount sets the ActiveServerProcessCount field's value. func (s *FleetUtilization) SetActiveServerProcessCount(v int64) *FleetUtilization { s.ActiveServerProcessCount = &v return s } // SetCurrentPlayerSessionCount sets the CurrentPlayerSessionCount field's value. func (s *FleetUtilization) SetCurrentPlayerSessionCount(v int64) *FleetUtilization { s.CurrentPlayerSessionCount = &v return s } // SetFleetId sets the FleetId field's value. func (s *FleetUtilization) SetFleetId(v string) *FleetUtilization { s.FleetId = &v return s } // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. func (s *FleetUtilization) SetMaximumPlayerSessionCount(v int64) *FleetUtilization { s.MaximumPlayerSessionCount = &v return s } // Set of key-value pairs containing information a server process requires to // set up a game session. This object allows you to pass in any set of data // needed for your game. For more information, see the Amazon GameLift Developer // Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/). // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameProperty type GameProperty struct { _ struct{} `type:"structure"` // TBD // // Key is a required field Key *string `type:"string" required:"true"` // TBD // // Value is a required field Value *string `type:"string" required:"true"` } // String returns the string representation func (s GameProperty) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s GameProperty) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *GameProperty) Validate() error { invalidParams := request.ErrInvalidParams{Context: "GameProperty"} if s.Key == nil { invalidParams.Add(request.NewErrParamRequired("Key")) } if s.Value == nil { invalidParams.Add(request.NewErrParamRequired("Value")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetKey sets the Key field's value. func (s *GameProperty) SetKey(v string) *GameProperty { s.Key = &v return s } // SetValue sets the Value field's value. func (s *GameProperty) SetValue(v string) *GameProperty { s.Value = &v return s } // Properties describing a game session. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSession type GameSession struct { _ struct{} `type:"structure"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for a player. This ID is used to enforce a resource protection // policy (if one exists), that limits the number of game sessions a player // can create. CreatorId *string `min:"1" type:"string"` // Number of players currently in the game session. CurrentPlayerSessionCount *int64 `type:"integer"` // Unique identifier for a fleet the game session is running on. FleetId *string `type:"string"` // Set of developer-defined properties for a game session. These properties // are passed to the server process hosting the game session. GameProperties []*GameProperty `type:"list"` // Unique identifier for the game session. A game session ID has the following // format: arn:aws:gamelift:::gamesession//. GameSessionId *string `min:"1" type:"string"` // IP address of the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. IpAddress *string `type:"string"` // Maximum number of players that can be connected simultaneously to the game // session. MaximumPlayerSessionCount *int64 `type:"integer"` // Descriptive label that is associated with a game session. Session names do // not need to be unique. Name *string `min:"1" type:"string"` // Indicates whether or not the game session is accepting new players. PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"` // Port number for the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. Port *int64 `min:"1" type:"integer"` // Current status of the game session. A game session must have an ACTIVE status // to have player sessions. Status *string `type:"string" enum:"GameSessionStatus"` // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` } // String returns the string representation func (s GameSession) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s GameSession) GoString() string { return s.String() } // SetCreationTime sets the CreationTime field's value. func (s *GameSession) SetCreationTime(v time.Time) *GameSession { s.CreationTime = &v return s } // SetCreatorId sets the CreatorId field's value. func (s *GameSession) SetCreatorId(v string) *GameSession { s.CreatorId = &v return s } // SetCurrentPlayerSessionCount sets the CurrentPlayerSessionCount field's value. func (s *GameSession) SetCurrentPlayerSessionCount(v int64) *GameSession { s.CurrentPlayerSessionCount = &v return s } // SetFleetId sets the FleetId field's value. func (s *GameSession) SetFleetId(v string) *GameSession { s.FleetId = &v return s } // SetGameProperties sets the GameProperties field's value. func (s *GameSession) SetGameProperties(v []*GameProperty) *GameSession { s.GameProperties = v return s } // SetGameSessionId sets the GameSessionId field's value. func (s *GameSession) SetGameSessionId(v string) *GameSession { s.GameSessionId = &v return s } // SetIpAddress sets the IpAddress field's value. func (s *GameSession) SetIpAddress(v string) *GameSession { s.IpAddress = &v return s } // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. func (s *GameSession) SetMaximumPlayerSessionCount(v int64) *GameSession { s.MaximumPlayerSessionCount = &v return s } // SetName sets the Name field's value. func (s *GameSession) SetName(v string) *GameSession { s.Name = &v return s } // SetPlayerSessionCreationPolicy sets the PlayerSessionCreationPolicy field's value. func (s *GameSession) SetPlayerSessionCreationPolicy(v string) *GameSession { s.PlayerSessionCreationPolicy = &v return s } // SetPort sets the Port field's value. func (s *GameSession) SetPort(v int64) *GameSession { s.Port = &v return s } // SetStatus sets the Status field's value. func (s *GameSession) SetStatus(v string) *GameSession { s.Status = &v return s } // SetTerminationTime sets the TerminationTime field's value. func (s *GameSession) SetTerminationTime(v time.Time) *GameSession { s.TerminationTime = &v return s } // A game session's properties plus the protection policy currently in force. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionDetail type GameSessionDetail struct { _ struct{} `type:"structure"` // Object that describes a game session. GameSession *GameSession `type:"structure"` // Current status of protection for the game session. // // * NoProtection – The game session can be terminated during a scale-down // event. // // * FullProtection – If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. ProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` } // String returns the string representation func (s GameSessionDetail) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s GameSessionDetail) GoString() string { return s.String() } // SetGameSession sets the GameSession field's value. func (s *GameSessionDetail) SetGameSession(v *GameSession) *GameSessionDetail { s.GameSession = v return s } // SetProtectionPolicy sets the ProtectionPolicy field's value. func (s *GameSessionDetail) SetProtectionPolicy(v string) *GameSessionDetail { s.ProtectionPolicy = &v return s } // 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 // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionPlacement type GameSessionPlacement struct { _ struct{} `type:"structure"` // Time stamp indicating when this request was completed, canceled, or timed // out. EndTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Set of developer-defined properties for a game session. These properties // are passed to the server process hosting the game session. 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"` // Unique identifier for the game session. This value is set once the new game // session is placed (placement status is Fulfilled). GameSessionId *string `min:"1" type:"string"` // Descriptive label that is associated with a game session. Session names do // not need to be unique. GameSessionName *string `min:"1" type:"string"` // Descriptive label that is associated with queue. Queue names must be unique // within each region. GameSessionQueueName *string `min:"1" type:"string"` // Name of the region where the game session created by this placement request // is running. This value is set once the new game session is placed (placement // status is Fulfilled). GameSessionRegion *string `min:"1" type:"string"` // IP address of the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. This value is set once // the new game session is placed (placement status is Fulfilled). IpAddress *string `type:"string"` // Maximum number of players that can be connected simultaneously to the game // session. MaximumPlayerSessionCount *int64 `type:"integer"` // Collection of information on player sessions created in response to the game // session placement request. These player sessions are created only once a // new game session is successfully placed (placement status is Fulfilled). // This information includes the player ID (as provided in the placement request) // and the corresponding player session ID. Retrieve full player sessions by // calling DescribePlayerSessions with the player session ID. PlacedPlayerSessions []*PlacedPlayerSession `type:"list"` // Unique identifier for a game session placement. PlacementId *string `min:"1" type:"string"` // Set of values, expressed in milliseconds, indicating the amount of latency // that players are experiencing when connected to AWS regions. PlayerLatencies []*PlayerLatency `type:"list"` // Port number for the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. This value is set once // the new game session is placed (placement status is Fulfilled). Port *int64 `min:"1" type:"integer"` // Time stamp indicating when this request was placed in the queue. Format is // a number expressed in Unix time as milliseconds (for example "1469498468.057"). StartTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Current status of the game session placement request. // // * PENDING – The placement request is currently in the queue waiting to // be processed. // // * FULFILLED – A new game session and player sessions (if requested) have // been successfully created. Values for GameSessionArn and GameSessionRegion // are available. // // * CANCELLED – The placement request was canceled with a call to StopGameSessionPlacement. // // * TIMED_OUT – A new game session was not successfully created before the // time limit expired. You can resubmit the placement request as needed. Status *string `type:"string" enum:"GameSessionPlacementState"` } // String returns the string representation func (s GameSessionPlacement) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s GameSessionPlacement) GoString() string { return s.String() } // SetEndTime sets the EndTime field's value. func (s *GameSessionPlacement) SetEndTime(v time.Time) *GameSessionPlacement { s.EndTime = &v return s } // SetGameProperties sets the GameProperties field's value. func (s *GameSessionPlacement) SetGameProperties(v []*GameProperty) *GameSessionPlacement { s.GameProperties = v return s } // SetGameSessionArn sets the GameSessionArn field's value. func (s *GameSessionPlacement) SetGameSessionArn(v string) *GameSessionPlacement { s.GameSessionArn = &v return s } // SetGameSessionId sets the GameSessionId field's value. func (s *GameSessionPlacement) SetGameSessionId(v string) *GameSessionPlacement { s.GameSessionId = &v return s } // SetGameSessionName sets the GameSessionName field's value. func (s *GameSessionPlacement) SetGameSessionName(v string) *GameSessionPlacement { s.GameSessionName = &v return s } // SetGameSessionQueueName sets the GameSessionQueueName field's value. func (s *GameSessionPlacement) SetGameSessionQueueName(v string) *GameSessionPlacement { s.GameSessionQueueName = &v return s } // SetGameSessionRegion sets the GameSessionRegion field's value. func (s *GameSessionPlacement) SetGameSessionRegion(v string) *GameSessionPlacement { s.GameSessionRegion = &v return s } // SetIpAddress sets the IpAddress field's value. func (s *GameSessionPlacement) SetIpAddress(v string) *GameSessionPlacement { s.IpAddress = &v return s } // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. func (s *GameSessionPlacement) SetMaximumPlayerSessionCount(v int64) *GameSessionPlacement { s.MaximumPlayerSessionCount = &v return s } // SetPlacedPlayerSessions sets the PlacedPlayerSessions field's value. func (s *GameSessionPlacement) SetPlacedPlayerSessions(v []*PlacedPlayerSession) *GameSessionPlacement { s.PlacedPlayerSessions = v return s } // SetPlacementId sets the PlacementId field's value. func (s *GameSessionPlacement) SetPlacementId(v string) *GameSessionPlacement { s.PlacementId = &v return s } // SetPlayerLatencies sets the PlayerLatencies field's value. func (s *GameSessionPlacement) SetPlayerLatencies(v []*PlayerLatency) *GameSessionPlacement { s.PlayerLatencies = v return s } // SetPort sets the Port field's value. func (s *GameSessionPlacement) SetPort(v int64) *GameSessionPlacement { s.Port = &v return s } // SetStartTime sets the StartTime field's value. func (s *GameSessionPlacement) SetStartTime(v time.Time) *GameSessionPlacement { s.StartTime = &v return s } // SetStatus sets the Status field's value. func (s *GameSessionPlacement) SetStatus(v string) *GameSessionPlacement { s.Status = &v return s } // Configuration of a queue that is used to process game session placement requests. // The queue configuration identifies several game features: // // Queue-related operations include: // // * CreateGameSessionQueue // // * DescribeGameSessionQueues // // * UpdateGameSessionQueue // // * DeleteGameSessionQueue // // * The destinations where a new game session can potentially be hosted. // Amazon GameLift tries these destinations in an order based on either the // queue's default order or player latency information, if provided in a // placement request. With latency information, Amazon GameLift can place // game sessions where the majority of players are reporting the lowest possible // latency. // // * The length of time that placement requests can wait in the queue before // timing out. // // * A set of optional latency policies that protect individual players from // high latencies, preventing game sessions from being placed where any individual // player is reporting latency higher than a policy's maximum. // // Queue-related operations include the following: // // * CreateGameSessionQueue // // * DescribeGameSessionQueues // // * UpdateGameSessionQueue // // * DeleteGameSessionQueue // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionQueue type GameSessionQueue struct { _ struct{} `type:"structure"` // List of fleets that can be used to fulfill game session placement requests // in the queue. Fleets are identified by either a fleet ARN or a fleet alias // ARN. Destinations are listed in default preference order. Destinations []*GameSessionQueueDestination `type:"list"` // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session queue and uniquely identifies it. Format // is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. GameSessionQueueArn *string `min:"1" type:"string"` // Descriptive label that is associated with queue. Queue names must be unique // within each region. Name *string `min:"1" type:"string"` // Collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. // With just one policy, it is enforced at the start of the game session placement // for the duration period. With multiple policies, each policy is enforced // consecutively for its duration period. For example, a queue might enforce // a 60-second policy followed by a 120-second policy, and then no policy for // the remainder of the placement. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` // Maximum time, in seconds, that a new game session placement request remains // in the queue. When a request exceeds this time, the game session placement // changes to a TIMED_OUT status. TimeoutInSeconds *int64 `type:"integer"` } // String returns the string representation func (s GameSessionQueue) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s GameSessionQueue) GoString() string { return s.String() } // SetDestinations sets the Destinations field's value. func (s *GameSessionQueue) SetDestinations(v []*GameSessionQueueDestination) *GameSessionQueue { s.Destinations = v return s } // SetGameSessionQueueArn sets the GameSessionQueueArn field's value. func (s *GameSessionQueue) SetGameSessionQueueArn(v string) *GameSessionQueue { s.GameSessionQueueArn = &v return s } // SetName sets the Name field's value. func (s *GameSessionQueue) SetName(v string) *GameSessionQueue { s.Name = &v return s } // SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value. func (s *GameSessionQueue) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *GameSessionQueue { s.PlayerLatencyPolicies = v return s } // SetTimeoutInSeconds sets the TimeoutInSeconds field's value. func (s *GameSessionQueue) SetTimeoutInSeconds(v int64) *GameSessionQueue { s.TimeoutInSeconds = &v return s } // Fleet designated in a game session queue. Requests for new game sessions // in the queue are fulfilled by starting a new game session on any destination // configured for a queue. // // Queue-related operations include: // // * CreateGameSessionQueue // // * DescribeGameSessionQueues // // * UpdateGameSessionQueue // // * DeleteGameSessionQueue // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionQueueDestination type GameSessionQueueDestination struct { _ struct{} `type:"structure"` // Amazon Resource Name (ARN) assigned to fleet or fleet alias. ARNs, which // include a fleet ID or alias ID and a region name, provide a unique identifier // across all regions. DestinationArn *string `min:"1" type:"string"` } // String returns the string representation func (s GameSessionQueueDestination) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s GameSessionQueueDestination) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *GameSessionQueueDestination) Validate() error { invalidParams := request.ErrInvalidParams{Context: "GameSessionQueueDestination"} if s.DestinationArn != nil && len(*s.DestinationArn) < 1 { invalidParams.Add(request.NewErrParamMinLen("DestinationArn", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetDestinationArn sets the DestinationArn field's value. func (s *GameSessionQueueDestination) SetDestinationArn(v string) *GameSessionQueueDestination { s.DestinationArn = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrlInput type GetGameSessionLogUrlInput struct { _ struct{} `type:"structure"` // Unique identifier for the game session to get logs for. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` } // String returns the string representation func (s GetGameSessionLogUrlInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s GetGameSessionLogUrlInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *GetGameSessionLogUrlInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "GetGameSessionLogUrlInput"} if s.GameSessionId == nil { invalidParams.Add(request.NewErrParamRequired("GameSessionId")) } if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameSessionId sets the GameSessionId field's value. func (s *GetGameSessionLogUrlInput) SetGameSessionId(v string) *GetGameSessionLogUrlInput { s.GameSessionId = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrlOutput type GetGameSessionLogUrlOutput struct { _ struct{} `type:"structure"` // Location of the requested game session logs, available for download. PreSignedUrl *string `min:"1" type:"string"` } // String returns the string representation func (s GetGameSessionLogUrlOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s GetGameSessionLogUrlOutput) GoString() string { return s.String() } // SetPreSignedUrl sets the PreSignedUrl field's value. func (s *GetGameSessionLogUrlOutput) SetPreSignedUrl(v string) *GetGameSessionLogUrlOutput { s.PreSignedUrl = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccessInput type GetInstanceAccessInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet that contains the instance you want access // to. The fleet can be in any of the following statuses: ACTIVATING, ACTIVE, // or ERROR. Fleets with an ERROR status may be accessible for a short time // before they are deleted. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Unique identifier for an instance you want to get access to. You can access // an instance in any status. // // InstanceId is a required field InstanceId *string `type:"string" required:"true"` } // String returns the string representation func (s GetInstanceAccessInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s GetInstanceAccessInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *GetInstanceAccessInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "GetInstanceAccessInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.InstanceId == nil { invalidParams.Add(request.NewErrParamRequired("InstanceId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *GetInstanceAccessInput) SetFleetId(v string) *GetInstanceAccessInput { s.FleetId = &v return s } // SetInstanceId sets the InstanceId field's value. func (s *GetInstanceAccessInput) SetInstanceId(v string) *GetInstanceAccessInput { s.InstanceId = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccessOutput type GetInstanceAccessOutput struct { _ struct{} `type:"structure"` // Object that contains connection information for a fleet instance, including // IP address and access credentials. InstanceAccess *InstanceAccess `type:"structure"` } // String returns the string representation func (s GetInstanceAccessOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s GetInstanceAccessOutput) GoString() string { return s.String() } // SetInstanceAccess sets the InstanceAccess field's value. func (s *GetInstanceAccessOutput) SetInstanceAccess(v *InstanceAccess) *GetInstanceAccessOutput { s.InstanceAccess = v return s } // Properties that describe an instance of a virtual computing resource that // hosts one or more game servers. A fleet contains zero or more instances. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Instance type Instance struct { _ struct{} `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" timestampFormat:"unix"` // Unique identifier for a fleet that the instance is in. FleetId *string `type:"string"` // Unique identifier for an instance. InstanceId *string `type:"string"` // IP address assigned to the instance. IpAddress *string `type:"string"` // Operating system that is running on this instance. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // Current status of the instance. Possible statuses include the following: // // * PENDING – The instance is in the process of being created and launching // server processes as defined in the fleet's run-time configuration. // // * ACTIVE – The instance has been successfully created and at least one // server process has successfully launched and reported back to Amazon GameLift // that it is ready to host a game session. The instance is now considered // ready to host game sessions. // // * TERMINATING – The instance is in the process of shutting down. This // may happen to reduce capacity during a scaling down event or to recycle // resources in the event of a problem. Status *string `type:"string" enum:"InstanceStatus"` // EC2 instance type that defines the computing resources of this instance. Type *string `type:"string" enum:"EC2InstanceType"` } // String returns the string representation func (s Instance) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s Instance) GoString() string { return s.String() } // SetCreationTime sets the CreationTime field's value. func (s *Instance) SetCreationTime(v time.Time) *Instance { s.CreationTime = &v return s } // SetFleetId sets the FleetId field's value. func (s *Instance) SetFleetId(v string) *Instance { s.FleetId = &v return s } // SetInstanceId sets the InstanceId field's value. func (s *Instance) SetInstanceId(v string) *Instance { s.InstanceId = &v return s } // SetIpAddress sets the IpAddress field's value. func (s *Instance) SetIpAddress(v string) *Instance { s.IpAddress = &v return s } // SetOperatingSystem sets the OperatingSystem field's value. func (s *Instance) SetOperatingSystem(v string) *Instance { s.OperatingSystem = &v return s } // SetStatus sets the Status field's value. func (s *Instance) SetStatus(v string) *Instance { s.Status = &v return s } // SetType sets the Type field's value. func (s *Instance) SetType(v string) *Instance { s.Type = &v return s } // Information required to remotely connect to a fleet instance. Access is requested // by calling GetInstanceAccess. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/InstanceAccess type InstanceAccess struct { _ struct{} `type:"structure"` // Credentials required to access the instance. Credentials *InstanceCredentials `type:"structure"` // Unique identifier for a fleet containing the instance being accessed. FleetId *string `type:"string"` // Unique identifier for an instance being accessed. InstanceId *string `type:"string"` // IP address assigned to the instance. IpAddress *string `type:"string"` // Operating system that is running on the instance. OperatingSystem *string `type:"string" enum:"OperatingSystem"` } // String returns the string representation func (s InstanceAccess) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s InstanceAccess) GoString() string { return s.String() } // SetCredentials sets the Credentials field's value. func (s *InstanceAccess) SetCredentials(v *InstanceCredentials) *InstanceAccess { s.Credentials = v return s } // SetFleetId sets the FleetId field's value. func (s *InstanceAccess) SetFleetId(v string) *InstanceAccess { s.FleetId = &v return s } // SetInstanceId sets the InstanceId field's value. func (s *InstanceAccess) SetInstanceId(v string) *InstanceAccess { s.InstanceId = &v return s } // SetIpAddress sets the IpAddress field's value. func (s *InstanceAccess) SetIpAddress(v string) *InstanceAccess { s.IpAddress = &v return s } // SetOperatingSystem sets the OperatingSystem field's value. func (s *InstanceAccess) SetOperatingSystem(v string) *InstanceAccess { s.OperatingSystem = &v return s } // Set of credentials required to remotely access a fleet instance. Access credentials // are requested by calling GetInstanceAccess and returned in an InstanceAccess // object. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/InstanceCredentials type InstanceCredentials struct { _ struct{} `type:"structure"` // 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"` } // String returns the string representation func (s InstanceCredentials) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s InstanceCredentials) GoString() string { return s.String() } // SetSecret sets the Secret field's value. func (s *InstanceCredentials) SetSecret(v string) *InstanceCredentials { s.Secret = &v return s } // SetUserName sets the UserName field's value. func (s *InstanceCredentials) SetUserName(v string) *InstanceCredentials { s.UserName = &v return s } // A range of IP addresses and port settings that allow inbound traffic to connect // to server processes on Amazon GameLift. Each game session hosted on a fleet // is assigned a unique combination of IP address and port number, which must // fall into the fleet's allowed ranges. This combination is included in the // GameSession object. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/IpPermission type IpPermission struct { _ struct{} `type:"structure"` // Starting value for a range of allowed port numbers. // // FromPort is a required field FromPort *int64 `min:"1" type:"integer" required:"true"` // Range of allowed IP addresses. This value must be expressed in CIDR notation. // Example: "000.000.000.000/[subnet mask]" or optionally the shortened version // "0.0.0.0/[subnet mask]". // // IpRange is a required field IpRange *string `type:"string" required:"true"` // Network communication protocol used by the fleet. // // Protocol is a required field Protocol *string `type:"string" required:"true" enum:"IpProtocol"` // Ending value for a range of allowed port numbers. Port numbers are end-inclusive. // This value must be higher than FromPort. // // ToPort is a required field ToPort *int64 `min:"1" type:"integer" required:"true"` } // String returns the string representation func (s IpPermission) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s IpPermission) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *IpPermission) Validate() error { invalidParams := request.ErrInvalidParams{Context: "IpPermission"} if s.FromPort == nil { invalidParams.Add(request.NewErrParamRequired("FromPort")) } if s.FromPort != nil && *s.FromPort < 1 { invalidParams.Add(request.NewErrParamMinValue("FromPort", 1)) } if s.IpRange == nil { invalidParams.Add(request.NewErrParamRequired("IpRange")) } if s.Protocol == nil { invalidParams.Add(request.NewErrParamRequired("Protocol")) } if s.ToPort == nil { invalidParams.Add(request.NewErrParamRequired("ToPort")) } if s.ToPort != nil && *s.ToPort < 1 { invalidParams.Add(request.NewErrParamMinValue("ToPort", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFromPort sets the FromPort field's value. func (s *IpPermission) SetFromPort(v int64) *IpPermission { s.FromPort = &v return s } // SetIpRange sets the IpRange field's value. func (s *IpPermission) SetIpRange(v string) *IpPermission { s.IpRange = &v return s } // SetProtocol sets the Protocol field's value. func (s *IpPermission) SetProtocol(v string) *IpPermission { s.Protocol = &v return s } // SetToPort sets the ToPort field's value. func (s *IpPermission) SetToPort(v int64) *IpPermission { s.ToPort = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliasesInput type ListAliasesInput struct { _ struct{} `type:"structure"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Descriptive label that is associated with an alias. Alias names do not need // to be unique. Name *string `min:"1" type:"string"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To specify // the start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Type of routing to filter results on. Use this parameter to retrieve only // aliases of a certain type. To retrieve all aliases, leave this parameter // empty. // // Possible routing types include the following: // // * SIMPLE – The alias resolves to one specific fleet. Use this type when // routing to active fleets. // // * TERMINAL – The alias does not resolve to a fleet but instead can be // used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException // with the RoutingStrategy message embedded. RoutingStrategyType *string `type:"string" enum:"RoutingStrategyType"` } // String returns the string representation func (s ListAliasesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ListAliasesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ListAliasesInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ListAliasesInput"} if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetLimit sets the Limit field's value. func (s *ListAliasesInput) SetLimit(v int64) *ListAliasesInput { s.Limit = &v return s } // SetName sets the Name field's value. func (s *ListAliasesInput) SetName(v string) *ListAliasesInput { s.Name = &v return s } // SetNextToken sets the NextToken field's value. func (s *ListAliasesInput) SetNextToken(v string) *ListAliasesInput { s.NextToken = &v return s } // SetRoutingStrategyType sets the RoutingStrategyType field's value. func (s *ListAliasesInput) SetRoutingStrategyType(v string) *ListAliasesInput { s.RoutingStrategyType = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliasesOutput type ListAliasesOutput struct { _ struct{} `type:"structure"` // Collection of alias records that match the list request. Aliases []*Alias `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s ListAliasesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ListAliasesOutput) GoString() string { return s.String() } // SetAliases sets the Aliases field's value. func (s *ListAliasesOutput) SetAliases(v []*Alias) *ListAliasesOutput { s.Aliases = v return s } // SetNextToken sets the NextToken field's value. func (s *ListAliasesOutput) SetNextToken(v string) *ListAliasesOutput { s.NextToken = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuildsInput type ListBuildsInput struct { _ struct{} `type:"structure"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token 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 specify // the start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Build status to filter results by. To retrieve all builds, leave this parameter // empty. // // Possible build statuses include the following: // // * INITIALIZED – A new build has been defined, but no files have been uploaded. // You cannot create fleets for builds that are in this status. When a build // is successfully created, the build status is set to this value. // // * READY – The game build has been successfully uploaded. You can now create // new fleets for this build. // // * FAILED – The game build upload failed. You cannot create new fleets // for this build. Status *string `type:"string" enum:"BuildStatus"` } // String returns the string representation func (s ListBuildsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ListBuildsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ListBuildsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ListBuildsInput"} if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetLimit sets the Limit field's value. func (s *ListBuildsInput) SetLimit(v int64) *ListBuildsInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *ListBuildsInput) SetNextToken(v string) *ListBuildsInput { s.NextToken = &v return s } // SetStatus sets the Status field's value. func (s *ListBuildsInput) SetStatus(v string) *ListBuildsInput { s.Status = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuildsOutput type ListBuildsOutput struct { _ struct{} `type:"structure"` // Collection of build records that match the request. Builds []*Build `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s ListBuildsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ListBuildsOutput) GoString() string { return s.String() } // SetBuilds sets the Builds field's value. func (s *ListBuildsOutput) SetBuilds(v []*Build) *ListBuildsOutput { s.Builds = v return s } // SetNextToken sets the NextToken field's value. func (s *ListBuildsOutput) SetNextToken(v string) *ListBuildsOutput { s.NextToken = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleetsInput type ListFleetsInput struct { _ struct{} `type:"structure"` // Unique identifier for a build to return fleets for. Use this parameter to // return only fleets using the specified build. To retrieve all fleets, leave // this parameter empty. BuildId *string `type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To specify // the start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s ListFleetsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ListFleetsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ListFleetsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ListFleetsInput"} if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetBuildId sets the BuildId field's value. func (s *ListFleetsInput) SetBuildId(v string) *ListFleetsInput { s.BuildId = &v return s } // SetLimit sets the Limit field's value. func (s *ListFleetsInput) SetLimit(v int64) *ListFleetsInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *ListFleetsInput) SetNextToken(v string) *ListFleetsInput { s.NextToken = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleetsOutput type ListFleetsOutput struct { _ struct{} `type:"structure"` // Set of fleet IDs matching the list request. You can retrieve additional information // about all returned fleets by passing this result set to a call to DescribeFleetAttributes, // DescribeFleetCapacity, 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"` } // String returns the string representation func (s ListFleetsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ListFleetsOutput) GoString() string { return s.String() } // SetFleetIds sets the FleetIds field's value. func (s *ListFleetsOutput) SetFleetIds(v []*string) *ListFleetsOutput { s.FleetIds = v return s } // SetNextToken sets the NextToken field's value. func (s *ListFleetsOutput) SetNextToken(v string) *ListFleetsOutput { s.NextToken = &v return s } // 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. // // Player-session-related operations include: // // * CreatePlayerSession // // * CreatePlayerSessions // // * DescribePlayerSessions // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlacedPlayerSession type PlacedPlayerSession struct { _ struct{} `type:"structure"` // Unique identifier for a player that is associated with this player session. PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session. PlayerSessionId *string `type:"string"` } // String returns the string representation func (s PlacedPlayerSession) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s PlacedPlayerSession) GoString() string { return s.String() } // SetPlayerId sets the PlayerId field's value. func (s *PlacedPlayerSession) SetPlayerId(v string) *PlacedPlayerSession { s.PlayerId = &v return s } // SetPlayerSessionId sets the PlayerSessionId field's value. func (s *PlacedPlayerSession) SetPlayerSessionId(v string) *PlacedPlayerSession { s.PlayerSessionId = &v return s } // 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. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerLatency type PlayerLatency struct { _ struct{} `type:"structure"` // Amount of time that represents the time lag experienced by the player when // connected to the specified region. LatencyInMilliseconds *float64 `type:"float"` // 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"` } // String returns the string representation func (s PlayerLatency) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s PlayerLatency) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *PlayerLatency) Validate() error { invalidParams := request.ErrInvalidParams{Context: "PlayerLatency"} if s.PlayerId != nil && len(*s.PlayerId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerId", 1)) } if s.RegionIdentifier != nil && len(*s.RegionIdentifier) < 1 { invalidParams.Add(request.NewErrParamMinLen("RegionIdentifier", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetLatencyInMilliseconds sets the LatencyInMilliseconds field's value. func (s *PlayerLatency) SetLatencyInMilliseconds(v float64) *PlayerLatency { s.LatencyInMilliseconds = &v return s } // SetPlayerId sets the PlayerId field's value. func (s *PlayerLatency) SetPlayerId(v string) *PlayerLatency { s.PlayerId = &v return s } // SetRegionIdentifier sets the RegionIdentifier field's value. func (s *PlayerLatency) SetRegionIdentifier(v string) *PlayerLatency { s.RegionIdentifier = &v return s } // 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 at any destination in a region where a player // is reporting latency higher than the cap. Latency policies are only enforced // when the placement request contains player latency information. // // Queue-related operations include: // // * CreateGameSessionQueue // // * DescribeGameSessionQueues // // * UpdateGameSessionQueue // // * DeleteGameSessionQueue // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerLatencyPolicy type PlayerLatencyPolicy struct { _ struct{} `type:"structure"` // 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"` } // String returns the string representation func (s PlayerLatencyPolicy) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s PlayerLatencyPolicy) GoString() string { return s.String() } // SetMaximumIndividualPlayerLatencyMilliseconds sets the MaximumIndividualPlayerLatencyMilliseconds field's value. func (s *PlayerLatencyPolicy) SetMaximumIndividualPlayerLatencyMilliseconds(v int64) *PlayerLatencyPolicy { s.MaximumIndividualPlayerLatencyMilliseconds = &v return s } // SetPolicyDurationSeconds sets the PolicyDurationSeconds field's value. func (s *PlayerLatencyPolicy) SetPolicyDurationSeconds(v int64) *PlayerLatencyPolicy { s.PolicyDurationSeconds = &v return s } // Properties describing a player session. A player session represents either // a player reservation for a game session or actual player activity in a game // session. 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. // // Player-session-related operations include: // // * CreatePlayerSession // // * CreatePlayerSessions // // * DescribePlayerSessions // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerSession type PlayerSession struct { _ struct{} `type:"structure"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for a fleet that the player's game session is running on. FleetId *string `type:"string"` // Unique identifier for the game session that the player session is connected // to. GameSessionId *string `min:"1" type:"string"` // IP address of the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. IpAddress *string `type:"string"` // Developer-defined information related to a player. Amazon GameLift does not // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // Unique identifier for a player that is associated with this player session. PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session. PlayerSessionId *string `type:"string"` // Port number for the game session. To connect to a 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 time-out limit (60 seconds). Status *string `type:"string" enum:"PlayerSessionStatus"` // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` } // String returns the string representation func (s PlayerSession) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s PlayerSession) GoString() string { return s.String() } // SetCreationTime sets the CreationTime field's value. func (s *PlayerSession) SetCreationTime(v time.Time) *PlayerSession { s.CreationTime = &v return s } // SetFleetId sets the FleetId field's value. func (s *PlayerSession) SetFleetId(v string) *PlayerSession { s.FleetId = &v return s } // SetGameSessionId sets the GameSessionId field's value. func (s *PlayerSession) SetGameSessionId(v string) *PlayerSession { s.GameSessionId = &v return s } // SetIpAddress sets the IpAddress field's value. func (s *PlayerSession) SetIpAddress(v string) *PlayerSession { s.IpAddress = &v return s } // SetPlayerData sets the PlayerData field's value. func (s *PlayerSession) SetPlayerData(v string) *PlayerSession { s.PlayerData = &v return s } // SetPlayerId sets the PlayerId field's value. func (s *PlayerSession) SetPlayerId(v string) *PlayerSession { s.PlayerId = &v return s } // SetPlayerSessionId sets the PlayerSessionId field's value. func (s *PlayerSession) SetPlayerSessionId(v string) *PlayerSession { s.PlayerSessionId = &v return s } // SetPort sets the Port field's value. func (s *PlayerSession) SetPort(v int64) *PlayerSession { s.Port = &v return s } // SetStatus sets the Status field's value. func (s *PlayerSession) SetStatus(v string) *PlayerSession { s.Status = &v return s } // SetTerminationTime sets the TerminationTime field's value. func (s *PlayerSession) SetTerminationTime(v time.Time) *PlayerSession { s.TerminationTime = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicyInput type PutScalingPolicyInput struct { _ struct{} `type:"structure"` // Comparison operator to use when measuring the metric against the threshold // value. // // ComparisonOperator is a required field ComparisonOperator *string `type:"string" required:"true" enum:"ComparisonOperatorType"` // Length of time (in minutes) the metric must be at or beyond the threshold // before a scaling event is triggered. // // EvaluationPeriods is a required field EvaluationPeriods *int64 `min:"1" type:"integer" required:"true"` // Unique identifier for a fleet to apply this policy to. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Name of the Amazon GameLift-defined metric that is used to trigger an adjustment. // // * ActivatingGameSessions – number of game sessions in the process of being // created (game session status = ACTIVATING). // // * ActiveGameSessions – number of game sessions currently running (game // session status = ACTIVE). // // * CurrentPlayerSessions – number of active or reserved player sessions // (player session status = ACTIVE or RESERVED). // // * AvailablePlayerSessions – number of player session slots currently available // in active game sessions across the fleet, calculated by subtracting a // game session's current player session count from its maximum player session // count. This number includes game sessions that are not currently accepting // players (game session PlayerSessionCreationPolicy = DENY_ALL). // // * ActiveInstances – number of instances currently running a game session. // // * IdleInstances – number of instances not currently running a game session. // // MetricName is a required field MetricName *string `type:"string" required:"true" enum:"MetricName"` // 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"` // Amount of adjustment to make, based on the scaling adjustment type. // // ScalingAdjustment is a required field ScalingAdjustment *int64 `type:"integer" required:"true"` // Type of adjustment to make to a fleet's instance count (see FleetCapacity): // // * ChangeInCapacity – add (or subtract) the scaling adjustment value from // the current instance count. Positive values scale up while negative values // scale down. // // * ExactCapacity – set the instance count to the scaling adjustment value. // // * PercentChangeInCapacity – increase or reduce the current instance count // by the scaling adjustment, read as a percentage. Positive values scale // up while negative values scale down; for example, a value of "-10" scales // the fleet down by 10%. // // ScalingAdjustmentType is a required field ScalingAdjustmentType *string `type:"string" required:"true" enum:"ScalingAdjustmentType"` // Metric value used to trigger a scaling event. // // Threshold is a required field Threshold *float64 `type:"double" required:"true"` } // String returns the string representation func (s PutScalingPolicyInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s PutScalingPolicyInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *PutScalingPolicyInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "PutScalingPolicyInput"} if s.ComparisonOperator == nil { invalidParams.Add(request.NewErrParamRequired("ComparisonOperator")) } if s.EvaluationPeriods == nil { invalidParams.Add(request.NewErrParamRequired("EvaluationPeriods")) } if s.EvaluationPeriods != nil && *s.EvaluationPeriods < 1 { invalidParams.Add(request.NewErrParamMinValue("EvaluationPeriods", 1)) } if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.MetricName == nil { invalidParams.Add(request.NewErrParamRequired("MetricName")) } if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.ScalingAdjustment == nil { invalidParams.Add(request.NewErrParamRequired("ScalingAdjustment")) } if s.ScalingAdjustmentType == nil { invalidParams.Add(request.NewErrParamRequired("ScalingAdjustmentType")) } if s.Threshold == nil { invalidParams.Add(request.NewErrParamRequired("Threshold")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetComparisonOperator sets the ComparisonOperator field's value. func (s *PutScalingPolicyInput) SetComparisonOperator(v string) *PutScalingPolicyInput { s.ComparisonOperator = &v return s } // SetEvaluationPeriods sets the EvaluationPeriods field's value. func (s *PutScalingPolicyInput) SetEvaluationPeriods(v int64) *PutScalingPolicyInput { s.EvaluationPeriods = &v return s } // SetFleetId sets the FleetId field's value. func (s *PutScalingPolicyInput) SetFleetId(v string) *PutScalingPolicyInput { s.FleetId = &v return s } // SetMetricName sets the MetricName field's value. func (s *PutScalingPolicyInput) SetMetricName(v string) *PutScalingPolicyInput { s.MetricName = &v return s } // SetName sets the Name field's value. func (s *PutScalingPolicyInput) SetName(v string) *PutScalingPolicyInput { s.Name = &v return s } // SetScalingAdjustment sets the ScalingAdjustment field's value. func (s *PutScalingPolicyInput) SetScalingAdjustment(v int64) *PutScalingPolicyInput { s.ScalingAdjustment = &v return s } // SetScalingAdjustmentType sets the ScalingAdjustmentType field's value. func (s *PutScalingPolicyInput) SetScalingAdjustmentType(v string) *PutScalingPolicyInput { s.ScalingAdjustmentType = &v return s } // SetThreshold sets the Threshold field's value. func (s *PutScalingPolicyInput) SetThreshold(v float64) *PutScalingPolicyInput { s.Threshold = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicyOutput type PutScalingPolicyOutput struct { _ struct{} `type:"structure"` // Descriptive label that is associated with a scaling policy. Policy names // do not need to be unique. Name *string `min:"1" type:"string"` } // String returns the string representation func (s PutScalingPolicyOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s PutScalingPolicyOutput) GoString() string { return s.String() } // SetName sets the Name field's value. func (s *PutScalingPolicyOutput) SetName(v string) *PutScalingPolicyOutput { s.Name = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentialsInput type RequestUploadCredentialsInput struct { _ struct{} `type:"structure"` // Unique identifier for a build to get credentials for. // // BuildId is a required field BuildId *string `type:"string" required:"true"` } // String returns the string representation func (s RequestUploadCredentialsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s RequestUploadCredentialsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *RequestUploadCredentialsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "RequestUploadCredentialsInput"} if s.BuildId == nil { invalidParams.Add(request.NewErrParamRequired("BuildId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetBuildId sets the BuildId field's value. func (s *RequestUploadCredentialsInput) SetBuildId(v string) *RequestUploadCredentialsInput { s.BuildId = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentialsOutput type RequestUploadCredentialsOutput struct { _ struct{} `type:"structure"` // Amazon S3 path and key, identifying where the game build files are stored. StorageLocation *S3Location `type:"structure"` // AWS credentials required when uploading a game build to the storage location. // These credentials have a limited lifespan and are valid only for the build // they were issued for. UploadCredentials *AwsCredentials `type:"structure"` } // String returns the string representation func (s RequestUploadCredentialsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s RequestUploadCredentialsOutput) GoString() string { return s.String() } // SetStorageLocation sets the StorageLocation field's value. func (s *RequestUploadCredentialsOutput) SetStorageLocation(v *S3Location) *RequestUploadCredentialsOutput { s.StorageLocation = v return s } // SetUploadCredentials sets the UploadCredentials field's value. func (s *RequestUploadCredentialsOutput) SetUploadCredentials(v *AwsCredentials) *RequestUploadCredentialsOutput { s.UploadCredentials = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAliasInput type ResolveAliasInput struct { _ struct{} `type:"structure"` // Unique identifier for the alias you want to resolve. // // AliasId is a required field AliasId *string `type:"string" required:"true"` } // String returns the string representation func (s ResolveAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ResolveAliasInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ResolveAliasInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ResolveAliasInput"} if s.AliasId == nil { invalidParams.Add(request.NewErrParamRequired("AliasId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAliasId sets the AliasId field's value. func (s *ResolveAliasInput) SetAliasId(v string) *ResolveAliasInput { s.AliasId = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAliasOutput type ResolveAliasOutput struct { _ struct{} `type:"structure"` // Fleet identifier that is associated with the requested alias. FleetId *string `type:"string"` } // String returns the string representation func (s ResolveAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ResolveAliasOutput) GoString() string { return s.String() } // SetFleetId sets the FleetId field's value. func (s *ResolveAliasOutput) SetFleetId(v string) *ResolveAliasOutput { s.FleetId = &v return s } // 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, with 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. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResourceCreationLimitPolicy type ResourceCreationLimitPolicy struct { _ struct{} `type:"structure"` // Maximum number of game sessions that an individual can create during the // policy period. NewGameSessionsPerCreator *int64 `type:"integer"` // Time span used in evaluating the resource creation limit policy. PolicyPeriodInMinutes *int64 `type:"integer"` } // String returns the string representation func (s ResourceCreationLimitPolicy) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ResourceCreationLimitPolicy) GoString() string { return s.String() } // SetNewGameSessionsPerCreator sets the NewGameSessionsPerCreator field's value. func (s *ResourceCreationLimitPolicy) SetNewGameSessionsPerCreator(v int64) *ResourceCreationLimitPolicy { s.NewGameSessionsPerCreator = &v return s } // SetPolicyPeriodInMinutes sets the PolicyPeriodInMinutes field's value. func (s *ResourceCreationLimitPolicy) SetPolicyPeriodInMinutes(v int64) *ResourceCreationLimitPolicy { s.PolicyPeriodInMinutes = &v return s } // Routing configuration for a fleet alias. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RoutingStrategy type RoutingStrategy struct { _ struct{} `type:"structure"` // Unique identifier for a fleet that the alias points to. FleetId *string `type:"string"` // Message text to be used with a terminal routing strategy. Message *string `type:"string"` // Type of routing strategy. // // Possible routing types include the following: // // * SIMPLE – The alias resolves to one specific fleet. Use this type when // routing to active fleets. // // * TERMINAL – The alias does not resolve to a fleet but instead can be // used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException // with the RoutingStrategy message embedded. Type *string `type:"string" enum:"RoutingStrategyType"` } // String returns the string representation func (s RoutingStrategy) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s RoutingStrategy) GoString() string { return s.String() } // SetFleetId sets the FleetId field's value. func (s *RoutingStrategy) SetFleetId(v string) *RoutingStrategy { s.FleetId = &v return s } // SetMessage sets the Message field's value. func (s *RoutingStrategy) SetMessage(v string) *RoutingStrategy { s.Message = &v return s } // SetType sets the Type field's value. func (s *RoutingStrategy) SetType(v string) *RoutingStrategy { s.Type = &v return s } // A collection of server process configurations that describe what processes // to run on each instance in a fleet. All fleets must have a runtime configuration. // Each instance in the fleet launches the server processes specified in the // run-time configuration and launches new ones as existing processes end. Each // instance regularly checks for an updated run-time configuration and follows // the new instructions. // // The run-time configuration enables the instances in a fleet to run multiple // processes simultaneously. Potential scenarios are as follows: (1) Run multiple // processes of a single game server executable to maximize usage of your hosting // resources. (2) Run one or more processes of different build executables, // such as your game server executable and a related program, or two or more // different versions of a game server. (3) Run multiple processes of a single // game server but with different launch parameters, for example to run one // process on each instance in debug mode. // // A Amazon GameLift instance is limited to 50 processes running simultaneously. // A run-time configuration must specify fewer than this limit. To calculate // the total number of processes specified in a run-time configuration, add // the values of the ConcurrentExecutions parameter for each ServerProcess object // in the run-time configuration. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RuntimeConfiguration type RuntimeConfiguration struct { _ struct{} `type:"structure"` // 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"` // 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"` // Collection of server process configurations that describe which server processes // to run on each instance in a fleet. ServerProcesses []*ServerProcess `min:"1" type:"list"` } // String returns the string representation func (s RuntimeConfiguration) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s RuntimeConfiguration) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *RuntimeConfiguration) Validate() error { invalidParams := request.ErrInvalidParams{Context: "RuntimeConfiguration"} if s.GameSessionActivationTimeoutSeconds != nil && *s.GameSessionActivationTimeoutSeconds < 1 { invalidParams.Add(request.NewErrParamMinValue("GameSessionActivationTimeoutSeconds", 1)) } if s.MaxConcurrentGameSessionActivations != nil && *s.MaxConcurrentGameSessionActivations < 1 { invalidParams.Add(request.NewErrParamMinValue("MaxConcurrentGameSessionActivations", 1)) } if s.ServerProcesses != nil && len(s.ServerProcesses) < 1 { invalidParams.Add(request.NewErrParamMinLen("ServerProcesses", 1)) } if s.ServerProcesses != nil { for i, v := range s.ServerProcesses { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "ServerProcesses", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameSessionActivationTimeoutSeconds sets the GameSessionActivationTimeoutSeconds field's value. func (s *RuntimeConfiguration) SetGameSessionActivationTimeoutSeconds(v int64) *RuntimeConfiguration { s.GameSessionActivationTimeoutSeconds = &v return s } // SetMaxConcurrentGameSessionActivations sets the MaxConcurrentGameSessionActivations field's value. func (s *RuntimeConfiguration) SetMaxConcurrentGameSessionActivations(v int64) *RuntimeConfiguration { s.MaxConcurrentGameSessionActivations = &v return s } // SetServerProcesses sets the ServerProcesses field's value. func (s *RuntimeConfiguration) SetServerProcesses(v []*ServerProcess) *RuntimeConfiguration { s.ServerProcesses = v return s } // Location in Amazon Simple Storage Service (Amazon S3) where build files can // be stored for access by Amazon GameLift. This location is specified in a // CreateBuild request. For more details, see the Create a Build with Files // in Amazon S3 (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build). // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/S3Location type S3Location struct { _ struct{} `type:"structure"` // Amazon S3 bucket identifier. This is the name of your S3 bucket. Bucket *string `min:"1" type:"string"` // Name of the zip file containing your build files. Key *string `min:"1" type:"string"` // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // for the access role that allows Amazon GameLift to access your S3 bucket. RoleArn *string `min:"1" type:"string"` } // String returns the string representation func (s S3Location) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s S3Location) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *S3Location) Validate() error { invalidParams := request.ErrInvalidParams{Context: "S3Location"} if s.Bucket != nil && len(*s.Bucket) < 1 { invalidParams.Add(request.NewErrParamMinLen("Bucket", 1)) } if s.Key != nil && len(*s.Key) < 1 { invalidParams.Add(request.NewErrParamMinLen("Key", 1)) } if s.RoleArn != nil && len(*s.RoleArn) < 1 { invalidParams.Add(request.NewErrParamMinLen("RoleArn", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetBucket sets the Bucket field's value. func (s *S3Location) SetBucket(v string) *S3Location { s.Bucket = &v return s } // SetKey sets the Key field's value. func (s *S3Location) SetKey(v string) *S3Location { s.Key = &v return s } // SetRoleArn sets the RoleArn field's value. func (s *S3Location) SetRoleArn(v string) *S3Location { s.RoleArn = &v return s } // Rule that controls how a fleet is scaled. Scaling policies are uniquely identified // by the combination of name and fleet ID. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ScalingPolicy type ScalingPolicy struct { _ struct{} `type:"structure"` // Comparison operator to use when measuring a metric against the threshold // value. ComparisonOperator *string `type:"string" enum:"ComparisonOperatorType"` // Length of time (in minutes) the metric must be at or beyond the threshold // before a scaling event is triggered. EvaluationPeriods *int64 `min:"1" type:"integer"` // Unique 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 an adjustment. // // * ActivatingGameSessions – number of game sessions in the process of being // created (game session status = ACTIVATING). // // * ActiveGameSessions – number of game sessions currently running (game // session status = ACTIVE). // // * CurrentPlayerSessions – number of active or reserved player sessions // (player session status = ACTIVE or RESERVED). // // * AvailablePlayerSessions – number of player session slots currently available // in active game sessions across the fleet, calculated by subtracting a // game session's current player session count from its maximum player session // count. This number does include game sessions that are not currently accepting // players (game session PlayerSessionCreationPolicy = DENY_ALL). // // * ActiveInstances – number of instances currently running a game session. // // * IdleInstances – number of instances not currently running a game session. MetricName *string `type:"string" enum:"MetricName"` // Descriptive label that is associated with a scaling policy. Policy names // do not need to be unique. Name *string `min:"1" type:"string"` // Amount of adjustment to make, based on the scaling adjustment type. ScalingAdjustment *int64 `type:"integer"` // Type of adjustment to make to a fleet's instance count (see FleetCapacity): // // * ChangeInCapacity – add (or subtract) the scaling adjustment value from // the current instance count. Positive values scale up while negative values // scale down. // // * ExactCapacity – set the instance count to the scaling adjustment value. // // * PercentChangeInCapacity – increase or reduce the current instance count // by the scaling adjustment, read as a percentage. Positive values scale // up while negative values scale down. ScalingAdjustmentType *string `type:"string" enum:"ScalingAdjustmentType"` // Current status of the scaling policy. The scaling policy is only in force // when in an ACTIVE status. // // * ACTIVE – The scaling policy is currently in force. // // * 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 *string `type:"string" enum:"ScalingStatusType"` // Metric value used to trigger a scaling event. Threshold *float64 `type:"double"` } // String returns the string representation func (s ScalingPolicy) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ScalingPolicy) GoString() string { return s.String() } // SetComparisonOperator sets the ComparisonOperator field's value. func (s *ScalingPolicy) SetComparisonOperator(v string) *ScalingPolicy { s.ComparisonOperator = &v return s } // SetEvaluationPeriods sets the EvaluationPeriods field's value. func (s *ScalingPolicy) SetEvaluationPeriods(v int64) *ScalingPolicy { s.EvaluationPeriods = &v return s } // SetFleetId sets the FleetId field's value. func (s *ScalingPolicy) SetFleetId(v string) *ScalingPolicy { s.FleetId = &v return s } // SetMetricName sets the MetricName field's value. func (s *ScalingPolicy) SetMetricName(v string) *ScalingPolicy { s.MetricName = &v return s } // SetName sets the Name field's value. func (s *ScalingPolicy) SetName(v string) *ScalingPolicy { s.Name = &v return s } // SetScalingAdjustment sets the ScalingAdjustment field's value. func (s *ScalingPolicy) SetScalingAdjustment(v int64) *ScalingPolicy { s.ScalingAdjustment = &v return s } // SetScalingAdjustmentType sets the ScalingAdjustmentType field's value. func (s *ScalingPolicy) SetScalingAdjustmentType(v string) *ScalingPolicy { s.ScalingAdjustmentType = &v return s } // SetStatus sets the Status field's value. func (s *ScalingPolicy) SetStatus(v string) *ScalingPolicy { s.Status = &v return s } // SetThreshold sets the Threshold field's value. func (s *ScalingPolicy) SetThreshold(v float64) *ScalingPolicy { s.Threshold = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessionsInput type SearchGameSessionsInput struct { _ struct{} `type:"structure"` // Unique identifier for an alias associated with the fleet to search for active // game sessions. Each request must reference either a fleet ID or alias ID, // but not both. AliasId *string `type:"string"` // String containing the search criteria for the session search. If no filter // expression is included, the request returns results for all game sessions // in the fleet that are in ACTIVE status. // // A filter expression can contain one or multiple conditions. Each condition // consists of the following: // // * Operand -- Name of a game session attribute. Valid values are gameSessionName, // gameSessionId, creationTimeMillis, playerSessionCount, maximumSessions, // hasAvailablePlayerSessions. // // * Comparator -- Valid comparators are: =, <>, <, >, <=, >=. // // * Value -- Value to be searched for. Values can be numbers, boolean values // (true/false) or strings. String values are case sensitive, enclosed in // single quotes. Special characters must be escaped. Boolean and string // values can only be used with the comparators = and <>. For example, the // following filter expression searches on gameSessionName: "FilterExpression": // "gameSessionName = 'Matt\\'s Awesome Game 1'". // // To chain multiple conditions in a single expression, use the logical keywords // AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT // z, NOT (x OR y). // // Session search evaluates conditions from left to right using the following // precedence rules: // // =, <>, <, >, <=, >= // // Parentheses // // NOT // // AND // // OR // // For example, this filter expression retrieves game sessions hosting at least // ten players that have an open player slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true". FilterExpression *string `min:"1" type:"string"` // Unique identifier for a fleet to search for active game sessions. Each request // must reference either a fleet ID or alias ID, but not both. FleetId *string `type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. The maximum number of results returned // is 20, even if this value is not set or is set higher than 20. Limit *int64 `min:"1" type:"integer"` // Token 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 specify // the start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Instructions on how to sort the search results. If no sort expression is // included, the request returns results in random order. A sort expression // consists of the following elements: // // * Operand -- Name of a game session attribute. Valid values are gameSessionName, // gameSessionId, creationTimeMillis, playerSessionCount, maximumSessions, // hasAvailablePlayerSessions. // // * Order -- Valid sort orders are ASC (ascending) and DESC (descending). // // For example, this sort expression returns the oldest active sessions first: // "SortExpression": "creationTimeMillis ASC". Results with a null value for // the sort operand are returned at the end of the list. SortExpression *string `min:"1" type:"string"` } // String returns the string representation func (s SearchGameSessionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s SearchGameSessionsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *SearchGameSessionsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "SearchGameSessionsInput"} if s.FilterExpression != nil && len(*s.FilterExpression) < 1 { invalidParams.Add(request.NewErrParamMinLen("FilterExpression", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if s.SortExpression != nil && len(*s.SortExpression) < 1 { invalidParams.Add(request.NewErrParamMinLen("SortExpression", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAliasId sets the AliasId field's value. func (s *SearchGameSessionsInput) SetAliasId(v string) *SearchGameSessionsInput { s.AliasId = &v return s } // SetFilterExpression sets the FilterExpression field's value. func (s *SearchGameSessionsInput) SetFilterExpression(v string) *SearchGameSessionsInput { s.FilterExpression = &v return s } // SetFleetId sets the FleetId field's value. func (s *SearchGameSessionsInput) SetFleetId(v string) *SearchGameSessionsInput { s.FleetId = &v return s } // SetLimit sets the Limit field's value. func (s *SearchGameSessionsInput) SetLimit(v int64) *SearchGameSessionsInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *SearchGameSessionsInput) SetNextToken(v string) *SearchGameSessionsInput { s.NextToken = &v return s } // SetSortExpression sets the SortExpression field's value. func (s *SearchGameSessionsInput) SetSortExpression(v string) *SearchGameSessionsInput { s.SortExpression = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessionsOutput type SearchGameSessionsOutput struct { _ struct{} `type:"structure"` // 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"` } // String returns the string representation func (s SearchGameSessionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s SearchGameSessionsOutput) GoString() string { return s.String() } // SetGameSessions sets the GameSessions field's value. func (s *SearchGameSessionsOutput) SetGameSessions(v []*GameSession) *SearchGameSessionsOutput { s.GameSessions = v return s } // SetNextToken sets the NextToken field's value. func (s *SearchGameSessionsOutput) SetNextToken(v string) *SearchGameSessionsOutput { s.NextToken = &v return s } // A set of instructions for launching server processes on each instance in // a fleet. Each instruction set identifies the location of the server executable, // optional launch parameters, and the number of server processes with this // configuration to maintain concurrently on the instance. Server process configurations // make up a fleet's RuntimeConfiguration. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ServerProcess type ServerProcess struct { _ struct{} `type:"structure"` // Number of server processes using this configuration to run concurrently on // an instance. // // ConcurrentExecutions is a required field ConcurrentExecutions *int64 `min:"1" type:"integer" required:"true"` // Location of the server executable in a game build. All game builds are installed // on instances at the root : for Windows instances C:\game, and for Linux instances // /local/game. A Windows game build with an executable file located at MyGame\latest\server.exe // must have a launch path of "C:\game\MyGame\latest\server.exe". A Linux game // build with an executable file located at MyGame/latest/server.exe must have // a launch path of "/local/game/MyGame/latest/server.exe". // // LaunchPath is a required field LaunchPath *string `min:"1" type:"string" required:"true"` // Optional list of parameters to pass to the server executable on launch. Parameters *string `min:"1" type:"string"` } // String returns the string representation func (s ServerProcess) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ServerProcess) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ServerProcess) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ServerProcess"} if s.ConcurrentExecutions == nil { invalidParams.Add(request.NewErrParamRequired("ConcurrentExecutions")) } if s.ConcurrentExecutions != nil && *s.ConcurrentExecutions < 1 { invalidParams.Add(request.NewErrParamMinValue("ConcurrentExecutions", 1)) } if s.LaunchPath == nil { invalidParams.Add(request.NewErrParamRequired("LaunchPath")) } if s.LaunchPath != nil && len(*s.LaunchPath) < 1 { invalidParams.Add(request.NewErrParamMinLen("LaunchPath", 1)) } if s.Parameters != nil && len(*s.Parameters) < 1 { invalidParams.Add(request.NewErrParamMinLen("Parameters", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetConcurrentExecutions sets the ConcurrentExecutions field's value. func (s *ServerProcess) SetConcurrentExecutions(v int64) *ServerProcess { s.ConcurrentExecutions = &v return s } // SetLaunchPath sets the LaunchPath field's value. func (s *ServerProcess) SetLaunchPath(v string) *ServerProcess { s.LaunchPath = &v return s } // SetParameters sets the Parameters field's value. func (s *ServerProcess) SetParameters(v string) *ServerProcess { s.Parameters = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacementInput type StartGameSessionPlacementInput struct { _ struct{} `type:"structure"` // Set of information on each player to create a player session for. DesiredPlayerSessions []*DesiredPlayerSession `type:"list"` // Set of developer-defined properties for a game session. These properties // are passed to the server process hosting the game session. GameProperties []*GameProperty `type:"list"` // 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. // // GameSessionQueueName is a required field GameSessionQueueName *string `min:"1" type:"string" required:"true"` // Maximum number of players that can be connected simultaneously to the game // session. // // MaximumPlayerSessionCount is a required field MaximumPlayerSessionCount *int64 `type:"integer" required:"true"` // 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 players are experiencing 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"` } // String returns the string representation func (s StartGameSessionPlacementInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s StartGameSessionPlacementInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *StartGameSessionPlacementInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "StartGameSessionPlacementInput"} if s.GameSessionName != nil && len(*s.GameSessionName) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionName", 1)) } if s.GameSessionQueueName == nil { invalidParams.Add(request.NewErrParamRequired("GameSessionQueueName")) } if s.GameSessionQueueName != nil && len(*s.GameSessionQueueName) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionQueueName", 1)) } if s.MaximumPlayerSessionCount == nil { invalidParams.Add(request.NewErrParamRequired("MaximumPlayerSessionCount")) } if s.PlacementId == nil { invalidParams.Add(request.NewErrParamRequired("PlacementId")) } if s.PlacementId != nil && len(*s.PlacementId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlacementId", 1)) } if s.DesiredPlayerSessions != nil { for i, v := range s.DesiredPlayerSessions { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "DesiredPlayerSessions", i), err.(request.ErrInvalidParams)) } } } if s.GameProperties != nil { for i, v := range s.GameProperties { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "GameProperties", i), err.(request.ErrInvalidParams)) } } } if s.PlayerLatencies != nil { for i, v := range s.PlayerLatencies { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "PlayerLatencies", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetDesiredPlayerSessions sets the DesiredPlayerSessions field's value. func (s *StartGameSessionPlacementInput) SetDesiredPlayerSessions(v []*DesiredPlayerSession) *StartGameSessionPlacementInput { s.DesiredPlayerSessions = v return s } // SetGameProperties sets the GameProperties field's value. func (s *StartGameSessionPlacementInput) SetGameProperties(v []*GameProperty) *StartGameSessionPlacementInput { s.GameProperties = v return s } // SetGameSessionName sets the GameSessionName field's value. func (s *StartGameSessionPlacementInput) SetGameSessionName(v string) *StartGameSessionPlacementInput { s.GameSessionName = &v return s } // SetGameSessionQueueName sets the GameSessionQueueName field's value. func (s *StartGameSessionPlacementInput) SetGameSessionQueueName(v string) *StartGameSessionPlacementInput { s.GameSessionQueueName = &v return s } // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. func (s *StartGameSessionPlacementInput) SetMaximumPlayerSessionCount(v int64) *StartGameSessionPlacementInput { s.MaximumPlayerSessionCount = &v return s } // SetPlacementId sets the PlacementId field's value. func (s *StartGameSessionPlacementInput) SetPlacementId(v string) *StartGameSessionPlacementInput { s.PlacementId = &v return s } // SetPlayerLatencies sets the PlayerLatencies field's value. func (s *StartGameSessionPlacementInput) SetPlayerLatencies(v []*PlayerLatency) *StartGameSessionPlacementInput { s.PlayerLatencies = v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacementOutput type StartGameSessionPlacementOutput struct { _ struct{} `type:"structure"` // 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"` } // String returns the string representation func (s StartGameSessionPlacementOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s StartGameSessionPlacementOutput) GoString() string { return s.String() } // SetGameSessionPlacement sets the GameSessionPlacement field's value. func (s *StartGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *StartGameSessionPlacementOutput { s.GameSessionPlacement = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacementInput type StopGameSessionPlacementInput struct { _ struct{} `type:"structure"` // Unique identifier for a game session placement to cancel. // // PlacementId is a required field PlacementId *string `min:"1" type:"string" required:"true"` } // String returns the string representation func (s StopGameSessionPlacementInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s StopGameSessionPlacementInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *StopGameSessionPlacementInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "StopGameSessionPlacementInput"} if s.PlacementId == nil { invalidParams.Add(request.NewErrParamRequired("PlacementId")) } if s.PlacementId != nil && len(*s.PlacementId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlacementId", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetPlacementId sets the PlacementId field's value. func (s *StopGameSessionPlacementInput) SetPlacementId(v string) *StopGameSessionPlacementInput { s.PlacementId = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacementOutput type StopGameSessionPlacementOutput struct { _ struct{} `type:"structure"` // Object that describes the canceled game session placement, with Cancelled // status and an end time stamp. GameSessionPlacement *GameSessionPlacement `type:"structure"` } // String returns the string representation func (s StopGameSessionPlacementOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s StopGameSessionPlacementOutput) GoString() string { return s.String() } // SetGameSessionPlacement sets the GameSessionPlacement field's value. func (s *StopGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *StopGameSessionPlacementOutput { s.GameSessionPlacement = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAliasInput type UpdateAliasInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet alias. Specify the alias you want to update. // // AliasId is a required field AliasId *string `type:"string" required:"true"` // Human-readable description of an alias. Description *string `min:"1" type:"string"` // Descriptive label that is associated with an alias. Alias names do not need // to be unique. Name *string `min:"1" type:"string"` // Object that specifies the fleet and routing type to use for the alias. RoutingStrategy *RoutingStrategy `type:"structure"` } // String returns the string representation func (s UpdateAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateAliasInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateAliasInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateAliasInput"} if s.AliasId == nil { invalidParams.Add(request.NewErrParamRequired("AliasId")) } if s.Description != nil && len(*s.Description) < 1 { invalidParams.Add(request.NewErrParamMinLen("Description", 1)) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAliasId sets the AliasId field's value. func (s *UpdateAliasInput) SetAliasId(v string) *UpdateAliasInput { s.AliasId = &v return s } // SetDescription sets the Description field's value. func (s *UpdateAliasInput) SetDescription(v string) *UpdateAliasInput { s.Description = &v return s } // SetName sets the Name field's value. func (s *UpdateAliasInput) SetName(v string) *UpdateAliasInput { s.Name = &v return s } // SetRoutingStrategy sets the RoutingStrategy field's value. func (s *UpdateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *UpdateAliasInput { s.RoutingStrategy = v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAliasOutput type UpdateAliasOutput struct { _ struct{} `type:"structure"` // Object that contains the updated alias configuration. Alias *Alias `type:"structure"` } // String returns the string representation func (s UpdateAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateAliasOutput) GoString() string { return s.String() } // SetAlias sets the Alias field's value. func (s *UpdateAliasOutput) SetAlias(v *Alias) *UpdateAliasOutput { s.Alias = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuildInput type UpdateBuildInput struct { _ struct{} `type:"structure"` // Unique identifier for a build to update. // // BuildId is a required field BuildId *string `type:"string" required:"true"` // Descriptive label that is associated with a build. Build names do not need // to be unique. Name *string `min:"1" type:"string"` // Version that is associated with this build. Version strings do not need to // be unique. Version *string `min:"1" type:"string"` } // String returns the string representation func (s UpdateBuildInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateBuildInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateBuildInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateBuildInput"} if s.BuildId == nil { invalidParams.Add(request.NewErrParamRequired("BuildId")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.Version != nil && len(*s.Version) < 1 { invalidParams.Add(request.NewErrParamMinLen("Version", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetBuildId sets the BuildId field's value. func (s *UpdateBuildInput) SetBuildId(v string) *UpdateBuildInput { s.BuildId = &v return s } // SetName sets the Name field's value. func (s *UpdateBuildInput) SetName(v string) *UpdateBuildInput { s.Name = &v return s } // SetVersion sets the Version field's value. func (s *UpdateBuildInput) SetVersion(v string) *UpdateBuildInput { s.Version = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuildOutput type UpdateBuildOutput struct { _ struct{} `type:"structure"` // Object that contains the updated build record. Build *Build `type:"structure"` } // String returns the string representation func (s UpdateBuildOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateBuildOutput) GoString() string { return s.String() } // SetBuild sets the Build field's value. func (s *UpdateBuildOutput) SetBuild(v *Build) *UpdateBuildOutput { s.Build = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributesInput type UpdateFleetAttributesInput struct { _ struct{} `type:"structure"` // Human-readable description of a fleet. Description *string `min:"1" type:"string"` // Unique identifier for a fleet to update attribute metadata for. // // 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"` // 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 *string `type:"string" enum:"ProtectionPolicy"` // Policy that limits the number of game sessions an individual player can create // over a span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` } // String returns the string representation func (s UpdateFleetAttributesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateFleetAttributesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateFleetAttributesInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateFleetAttributesInput"} if s.Description != nil && len(*s.Description) < 1 { invalidParams.Add(request.NewErrParamMinLen("Description", 1)) } if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetDescription sets the Description field's value. func (s *UpdateFleetAttributesInput) SetDescription(v string) *UpdateFleetAttributesInput { s.Description = &v return s } // SetFleetId sets the FleetId field's value. func (s *UpdateFleetAttributesInput) SetFleetId(v string) *UpdateFleetAttributesInput { s.FleetId = &v return s } // SetMetricGroups sets the MetricGroups field's value. func (s *UpdateFleetAttributesInput) SetMetricGroups(v []*string) *UpdateFleetAttributesInput { s.MetricGroups = v return s } // SetName sets the Name field's value. func (s *UpdateFleetAttributesInput) SetName(v string) *UpdateFleetAttributesInput { s.Name = &v return s } // SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value. func (s *UpdateFleetAttributesInput) SetNewGameSessionProtectionPolicy(v string) *UpdateFleetAttributesInput { s.NewGameSessionProtectionPolicy = &v return s } // SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value. func (s *UpdateFleetAttributesInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *UpdateFleetAttributesInput { s.ResourceCreationLimitPolicy = v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributesOutput type UpdateFleetAttributesOutput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet that was updated. FleetId *string `type:"string"` } // String returns the string representation func (s UpdateFleetAttributesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateFleetAttributesOutput) GoString() string { return s.String() } // SetFleetId sets the FleetId field's value. func (s *UpdateFleetAttributesOutput) SetFleetId(v string) *UpdateFleetAttributesOutput { s.FleetId = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacityInput type UpdateFleetCapacityInput struct { _ struct{} `type:"structure"` // Number of EC2 instances you want this fleet to host. DesiredInstances *int64 `type:"integer"` // Unique identifier for a fleet to update capacity for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Maximum value allowed for the fleet's instance count. Default if not set // is 1. MaxSize *int64 `type:"integer"` // Minimum value allowed for the fleet's instance count. Default if not set // is 0. MinSize *int64 `type:"integer"` } // String returns the string representation func (s UpdateFleetCapacityInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateFleetCapacityInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateFleetCapacityInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateFleetCapacityInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetDesiredInstances sets the DesiredInstances field's value. func (s *UpdateFleetCapacityInput) SetDesiredInstances(v int64) *UpdateFleetCapacityInput { s.DesiredInstances = &v return s } // SetFleetId sets the FleetId field's value. func (s *UpdateFleetCapacityInput) SetFleetId(v string) *UpdateFleetCapacityInput { s.FleetId = &v return s } // SetMaxSize sets the MaxSize field's value. func (s *UpdateFleetCapacityInput) SetMaxSize(v int64) *UpdateFleetCapacityInput { s.MaxSize = &v return s } // SetMinSize sets the MinSize field's value. func (s *UpdateFleetCapacityInput) SetMinSize(v int64) *UpdateFleetCapacityInput { s.MinSize = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacityOutput type UpdateFleetCapacityOutput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet that was updated. FleetId *string `type:"string"` } // String returns the string representation func (s UpdateFleetCapacityOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateFleetCapacityOutput) GoString() string { return s.String() } // SetFleetId sets the FleetId field's value. func (s *UpdateFleetCapacityOutput) SetFleetId(v string) *UpdateFleetCapacityOutput { s.FleetId = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettingsInput type UpdateFleetPortSettingsInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet to update port settings for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Collection of port settings to be added to the fleet record. InboundPermissionAuthorizations []*IpPermission `type:"list"` // Collection of port settings to be removed from the fleet record. InboundPermissionRevocations []*IpPermission `type:"list"` } // String returns the string representation func (s UpdateFleetPortSettingsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateFleetPortSettingsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateFleetPortSettingsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateFleetPortSettingsInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.InboundPermissionAuthorizations != nil { for i, v := range s.InboundPermissionAuthorizations { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "InboundPermissionAuthorizations", i), err.(request.ErrInvalidParams)) } } } if s.InboundPermissionRevocations != nil { for i, v := range s.InboundPermissionRevocations { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "InboundPermissionRevocations", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *UpdateFleetPortSettingsInput) SetFleetId(v string) *UpdateFleetPortSettingsInput { s.FleetId = &v return s } // SetInboundPermissionAuthorizations sets the InboundPermissionAuthorizations field's value. func (s *UpdateFleetPortSettingsInput) SetInboundPermissionAuthorizations(v []*IpPermission) *UpdateFleetPortSettingsInput { s.InboundPermissionAuthorizations = v return s } // SetInboundPermissionRevocations sets the InboundPermissionRevocations field's value. func (s *UpdateFleetPortSettingsInput) SetInboundPermissionRevocations(v []*IpPermission) *UpdateFleetPortSettingsInput { s.InboundPermissionRevocations = v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettingsOutput type UpdateFleetPortSettingsOutput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet that was updated. FleetId *string `type:"string"` } // String returns the string representation func (s UpdateFleetPortSettingsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateFleetPortSettingsOutput) GoString() string { return s.String() } // SetFleetId sets the FleetId field's value. func (s *UpdateFleetPortSettingsOutput) SetFleetId(v string) *UpdateFleetPortSettingsOutput { s.FleetId = &v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionInput type UpdateGameSessionInput struct { _ struct{} `type:"structure"` // Unique identifier for the game session to update. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` // Maximum number of players that can be connected simultaneously to the game // session. MaximumPlayerSessionCount *int64 `type:"integer"` // Descriptive label that is associated with a game session. Session names do // not need to be unique. Name *string `min:"1" type:"string"` // Policy determining whether or not the game session accepts new players. PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"` // Game session protection policy to apply to this game session only. // // * NoProtection – The game session can be terminated during a scale-down // event. // // * FullProtection – If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. ProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` } // String returns the string representation func (s UpdateGameSessionInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateGameSessionInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateGameSessionInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateGameSessionInput"} if s.GameSessionId == nil { invalidParams.Add(request.NewErrParamRequired("GameSessionId")) } if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameSessionId sets the GameSessionId field's value. func (s *UpdateGameSessionInput) SetGameSessionId(v string) *UpdateGameSessionInput { s.GameSessionId = &v return s } // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. func (s *UpdateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *UpdateGameSessionInput { s.MaximumPlayerSessionCount = &v return s } // SetName sets the Name field's value. func (s *UpdateGameSessionInput) SetName(v string) *UpdateGameSessionInput { s.Name = &v return s } // SetPlayerSessionCreationPolicy sets the PlayerSessionCreationPolicy field's value. func (s *UpdateGameSessionInput) SetPlayerSessionCreationPolicy(v string) *UpdateGameSessionInput { s.PlayerSessionCreationPolicy = &v return s } // SetProtectionPolicy sets the ProtectionPolicy field's value. func (s *UpdateGameSessionInput) SetProtectionPolicy(v string) *UpdateGameSessionInput { s.ProtectionPolicy = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionOutput type UpdateGameSessionOutput struct { _ struct{} `type:"structure"` // Object that contains the updated game session metadata. GameSession *GameSession `type:"structure"` } // String returns the string representation func (s UpdateGameSessionOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateGameSessionOutput) GoString() string { return s.String() } // SetGameSession sets the GameSession field's value. func (s *UpdateGameSessionOutput) SetGameSession(v *GameSession) *UpdateGameSessionOutput { s.GameSession = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueueInput type UpdateGameSessionQueueInput struct { _ struct{} `type:"structure"` // 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"` // Descriptive label that is associated with queue. Queue names must be unique // within each region. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. // With just one policy, it is enforced at the start of the game session placement // for the duration period. With multiple policies, each policy is enforced // consecutively for its duration period. For example, a queue might enforce // a 60-second policy followed by a 120-second policy, and then no policy for // the remainder of the placement. When updating policies, provide a complete // collection of policies. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` // Maximum time, in seconds, that a new game session placement request remains // in the queue. When a request exceeds this time, the game session placement // changes to a TIMED_OUT status. TimeoutInSeconds *int64 `type:"integer"` } // String returns the string representation func (s UpdateGameSessionQueueInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateGameSessionQueueInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateGameSessionQueueInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateGameSessionQueueInput"} if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.Destinations != nil { for i, v := range s.Destinations { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Destinations", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetDestinations sets the Destinations field's value. func (s *UpdateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *UpdateGameSessionQueueInput { s.Destinations = v return s } // SetName sets the Name field's value. func (s *UpdateGameSessionQueueInput) SetName(v string) *UpdateGameSessionQueueInput { s.Name = &v return s } // SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value. func (s *UpdateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *UpdateGameSessionQueueInput { s.PlayerLatencyPolicies = v return s } // SetTimeoutInSeconds sets the TimeoutInSeconds field's value. func (s *UpdateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *UpdateGameSessionQueueInput { s.TimeoutInSeconds = &v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueueOutput type UpdateGameSessionQueueOutput struct { _ struct{} `type:"structure"` // Object that describes the newly updated game session queue. GameSessionQueue *GameSessionQueue `type:"structure"` } // String returns the string representation func (s UpdateGameSessionQueueOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateGameSessionQueueOutput) GoString() string { return s.String() } // SetGameSessionQueue sets the GameSessionQueue field's value. func (s *UpdateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) *UpdateGameSessionQueueOutput { s.GameSessionQueue = v return s } // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfigurationInput type UpdateRuntimeConfigurationInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet to update run-time configuration for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Instructions for launching server processes on each instance in the fleet. // The run-time configuration for a fleet has a collection of server process // configurations, one for each type of server process to run on an instance. // A server process configuration specifies the location of the server executable, // launch parameters, and the number of concurrent processes with that configuration // to maintain on each instance. // // RuntimeConfiguration is a required field RuntimeConfiguration *RuntimeConfiguration `type:"structure" required:"true"` } // String returns the string representation func (s UpdateRuntimeConfigurationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateRuntimeConfigurationInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateRuntimeConfigurationInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateRuntimeConfigurationInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.RuntimeConfiguration == nil { invalidParams.Add(request.NewErrParamRequired("RuntimeConfiguration")) } if s.RuntimeConfiguration != nil { if err := s.RuntimeConfiguration.Validate(); err != nil { invalidParams.AddNested("RuntimeConfiguration", err.(request.ErrInvalidParams)) } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *UpdateRuntimeConfigurationInput) SetFleetId(v string) *UpdateRuntimeConfigurationInput { s.FleetId = &v return s } // SetRuntimeConfiguration sets the RuntimeConfiguration field's value. func (s *UpdateRuntimeConfigurationInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationInput { s.RuntimeConfiguration = v return s } // Represents the returned data in response to a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfigurationOutput type UpdateRuntimeConfigurationOutput struct { _ struct{} `type:"structure"` // The run-time configuration currently in force. If the update was successful, // this object matches the one in the request. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` } // String returns the string representation func (s UpdateRuntimeConfigurationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateRuntimeConfigurationOutput) GoString() string { return s.String() } // SetRuntimeConfiguration sets the RuntimeConfiguration field's value. func (s *UpdateRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationOutput { s.RuntimeConfiguration = v return s } const ( // BuildStatusInitialized is a BuildStatus enum value BuildStatusInitialized = "INITIALIZED" // BuildStatusReady is a BuildStatus enum value BuildStatusReady = "READY" // BuildStatusFailed is a BuildStatus enum value BuildStatusFailed = "FAILED" ) const ( // ComparisonOperatorTypeGreaterThanOrEqualToThreshold is a ComparisonOperatorType enum value ComparisonOperatorTypeGreaterThanOrEqualToThreshold = "GreaterThanOrEqualToThreshold" // ComparisonOperatorTypeGreaterThanThreshold is a ComparisonOperatorType enum value ComparisonOperatorTypeGreaterThanThreshold = "GreaterThanThreshold" // ComparisonOperatorTypeLessThanThreshold is a ComparisonOperatorType enum value ComparisonOperatorTypeLessThanThreshold = "LessThanThreshold" // ComparisonOperatorTypeLessThanOrEqualToThreshold is a ComparisonOperatorType enum value ComparisonOperatorTypeLessThanOrEqualToThreshold = "LessThanOrEqualToThreshold" ) const ( // EC2InstanceTypeT2Micro is a EC2InstanceType enum value EC2InstanceTypeT2Micro = "t2.micro" // EC2InstanceTypeT2Small is a EC2InstanceType enum value EC2InstanceTypeT2Small = "t2.small" // EC2InstanceTypeT2Medium is a EC2InstanceType enum value EC2InstanceTypeT2Medium = "t2.medium" // EC2InstanceTypeT2Large is a EC2InstanceType enum value EC2InstanceTypeT2Large = "t2.large" // EC2InstanceTypeC3Large is a EC2InstanceType enum value EC2InstanceTypeC3Large = "c3.large" // EC2InstanceTypeC3Xlarge is a EC2InstanceType enum value EC2InstanceTypeC3Xlarge = "c3.xlarge" // EC2InstanceTypeC32xlarge is a EC2InstanceType enum value EC2InstanceTypeC32xlarge = "c3.2xlarge" // EC2InstanceTypeC34xlarge is a EC2InstanceType enum value EC2InstanceTypeC34xlarge = "c3.4xlarge" // EC2InstanceTypeC38xlarge is a EC2InstanceType enum value EC2InstanceTypeC38xlarge = "c3.8xlarge" // EC2InstanceTypeC4Large is a EC2InstanceType enum value EC2InstanceTypeC4Large = "c4.large" // EC2InstanceTypeC4Xlarge is a EC2InstanceType enum value EC2InstanceTypeC4Xlarge = "c4.xlarge" // EC2InstanceTypeC42xlarge is a EC2InstanceType enum value EC2InstanceTypeC42xlarge = "c4.2xlarge" // EC2InstanceTypeC44xlarge is a EC2InstanceType enum value EC2InstanceTypeC44xlarge = "c4.4xlarge" // EC2InstanceTypeC48xlarge is a EC2InstanceType enum value EC2InstanceTypeC48xlarge = "c4.8xlarge" // EC2InstanceTypeR3Large is a EC2InstanceType enum value EC2InstanceTypeR3Large = "r3.large" // EC2InstanceTypeR3Xlarge is a EC2InstanceType enum value EC2InstanceTypeR3Xlarge = "r3.xlarge" // EC2InstanceTypeR32xlarge is a EC2InstanceType enum value EC2InstanceTypeR32xlarge = "r3.2xlarge" // EC2InstanceTypeR34xlarge is a EC2InstanceType enum value EC2InstanceTypeR34xlarge = "r3.4xlarge" // EC2InstanceTypeR38xlarge is a EC2InstanceType enum value EC2InstanceTypeR38xlarge = "r3.8xlarge" // EC2InstanceTypeM3Medium is a EC2InstanceType enum value EC2InstanceTypeM3Medium = "m3.medium" // EC2InstanceTypeM3Large is a EC2InstanceType enum value EC2InstanceTypeM3Large = "m3.large" // EC2InstanceTypeM3Xlarge is a EC2InstanceType enum value EC2InstanceTypeM3Xlarge = "m3.xlarge" // EC2InstanceTypeM32xlarge is a EC2InstanceType enum value EC2InstanceTypeM32xlarge = "m3.2xlarge" // EC2InstanceTypeM4Large is a EC2InstanceType enum value EC2InstanceTypeM4Large = "m4.large" // EC2InstanceTypeM4Xlarge is a EC2InstanceType enum value EC2InstanceTypeM4Xlarge = "m4.xlarge" // EC2InstanceTypeM42xlarge is a EC2InstanceType enum value EC2InstanceTypeM42xlarge = "m4.2xlarge" // EC2InstanceTypeM44xlarge is a EC2InstanceType enum value EC2InstanceTypeM44xlarge = "m4.4xlarge" // EC2InstanceTypeM410xlarge is a EC2InstanceType enum value EC2InstanceTypeM410xlarge = "m4.10xlarge" ) const ( // EventCodeGenericEvent is a EventCode enum value EventCodeGenericEvent = "GENERIC_EVENT" // EventCodeFleetCreated is a EventCode enum value EventCodeFleetCreated = "FLEET_CREATED" // EventCodeFleetDeleted is a EventCode enum value EventCodeFleetDeleted = "FLEET_DELETED" // EventCodeFleetScalingEvent is a EventCode enum value EventCodeFleetScalingEvent = "FLEET_SCALING_EVENT" // EventCodeFleetStateDownloading is a EventCode enum value EventCodeFleetStateDownloading = "FLEET_STATE_DOWNLOADING" // EventCodeFleetStateValidating is a EventCode enum value EventCodeFleetStateValidating = "FLEET_STATE_VALIDATING" // EventCodeFleetStateBuilding is a EventCode enum value EventCodeFleetStateBuilding = "FLEET_STATE_BUILDING" // EventCodeFleetStateActivating is a EventCode enum value EventCodeFleetStateActivating = "FLEET_STATE_ACTIVATING" // EventCodeFleetStateActive is a EventCode enum value EventCodeFleetStateActive = "FLEET_STATE_ACTIVE" // EventCodeFleetStateError is a EventCode enum value EventCodeFleetStateError = "FLEET_STATE_ERROR" // EventCodeFleetInitializationFailed is a EventCode enum value EventCodeFleetInitializationFailed = "FLEET_INITIALIZATION_FAILED" // EventCodeFleetBinaryDownloadFailed is a EventCode enum value EventCodeFleetBinaryDownloadFailed = "FLEET_BINARY_DOWNLOAD_FAILED" // EventCodeFleetValidationLaunchPathNotFound is a EventCode enum value EventCodeFleetValidationLaunchPathNotFound = "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND" // EventCodeFleetValidationExecutableRuntimeFailure is a EventCode enum value EventCodeFleetValidationExecutableRuntimeFailure = "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE" // EventCodeFleetValidationTimedOut is a EventCode enum value EventCodeFleetValidationTimedOut = "FLEET_VALIDATION_TIMED_OUT" // EventCodeFleetActivationFailed is a EventCode enum value EventCodeFleetActivationFailed = "FLEET_ACTIVATION_FAILED" // EventCodeFleetActivationFailedNoInstances is a EventCode enum value EventCodeFleetActivationFailedNoInstances = "FLEET_ACTIVATION_FAILED_NO_INSTANCES" // EventCodeFleetNewGameSessionProtectionPolicyUpdated is a EventCode enum value EventCodeFleetNewGameSessionProtectionPolicyUpdated = "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED" // EventCodeServerProcessInvalidPath is a EventCode enum value EventCodeServerProcessInvalidPath = "SERVER_PROCESS_INVALID_PATH" // EventCodeServerProcessSdkInitializationTimeout is a EventCode enum value EventCodeServerProcessSdkInitializationTimeout = "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT" // EventCodeServerProcessProcessReadyTimeout is a EventCode enum value EventCodeServerProcessProcessReadyTimeout = "SERVER_PROCESS_PROCESS_READY_TIMEOUT" // EventCodeServerProcessCrashed is a EventCode enum value EventCodeServerProcessCrashed = "SERVER_PROCESS_CRASHED" // EventCodeServerProcessTerminatedUnhealthy is a EventCode enum value EventCodeServerProcessTerminatedUnhealthy = "SERVER_PROCESS_TERMINATED_UNHEALTHY" // EventCodeServerProcessForceTerminated is a EventCode enum value EventCodeServerProcessForceTerminated = "SERVER_PROCESS_FORCE_TERMINATED" // EventCodeServerProcessProcessExitTimeout is a EventCode enum value EventCodeServerProcessProcessExitTimeout = "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT" // EventCodeGameSessionActivationTimeout is a EventCode enum value EventCodeGameSessionActivationTimeout = "GAME_SESSION_ACTIVATION_TIMEOUT" // EventCodeFleetCreationExtractingBuild is a EventCode enum value EventCodeFleetCreationExtractingBuild = "FLEET_CREATION_EXTRACTING_BUILD" // EventCodeFleetCreationRunningInstaller is a EventCode enum value EventCodeFleetCreationRunningInstaller = "FLEET_CREATION_RUNNING_INSTALLER" // EventCodeFleetCreationValidatingRuntimeConfig is a EventCode enum value EventCodeFleetCreationValidatingRuntimeConfig = "FLEET_CREATION_VALIDATING_RUNTIME_CONFIG" ) const ( // FleetStatusNew is a FleetStatus enum value FleetStatusNew = "NEW" // FleetStatusDownloading is a FleetStatus enum value FleetStatusDownloading = "DOWNLOADING" // FleetStatusValidating is a FleetStatus enum value FleetStatusValidating = "VALIDATING" // FleetStatusBuilding is a FleetStatus enum value FleetStatusBuilding = "BUILDING" // FleetStatusActivating is a FleetStatus enum value FleetStatusActivating = "ACTIVATING" // FleetStatusActive is a FleetStatus enum value FleetStatusActive = "ACTIVE" // FleetStatusDeleting is a FleetStatus enum value FleetStatusDeleting = "DELETING" // FleetStatusError is a FleetStatus enum value FleetStatusError = "ERROR" // FleetStatusTerminated is a FleetStatus enum value FleetStatusTerminated = "TERMINATED" ) const ( // GameSessionPlacementStatePending is a GameSessionPlacementState enum value GameSessionPlacementStatePending = "PENDING" // GameSessionPlacementStateFulfilled is a GameSessionPlacementState enum value GameSessionPlacementStateFulfilled = "FULFILLED" // GameSessionPlacementStateCancelled is a GameSessionPlacementState enum value GameSessionPlacementStateCancelled = "CANCELLED" // GameSessionPlacementStateTimedOut is a GameSessionPlacementState enum value GameSessionPlacementStateTimedOut = "TIMED_OUT" ) const ( // GameSessionStatusActive is a GameSessionStatus enum value GameSessionStatusActive = "ACTIVE" // GameSessionStatusActivating is a GameSessionStatus enum value GameSessionStatusActivating = "ACTIVATING" // GameSessionStatusTerminated is a GameSessionStatus enum value GameSessionStatusTerminated = "TERMINATED" // GameSessionStatusTerminating is a GameSessionStatus enum value GameSessionStatusTerminating = "TERMINATING" // GameSessionStatusError is a GameSessionStatus enum value GameSessionStatusError = "ERROR" ) const ( // InstanceStatusPending is a InstanceStatus enum value InstanceStatusPending = "PENDING" // InstanceStatusActive is a InstanceStatus enum value InstanceStatusActive = "ACTIVE" // InstanceStatusTerminating is a InstanceStatus enum value InstanceStatusTerminating = "TERMINATING" ) const ( // IpProtocolTcp is a IpProtocol enum value IpProtocolTcp = "TCP" // IpProtocolUdp is a IpProtocol enum value IpProtocolUdp = "UDP" ) const ( // MetricNameActivatingGameSessions is a MetricName enum value MetricNameActivatingGameSessions = "ActivatingGameSessions" // MetricNameActiveGameSessions is a MetricName enum value MetricNameActiveGameSessions = "ActiveGameSessions" // MetricNameActiveInstances is a MetricName enum value MetricNameActiveInstances = "ActiveInstances" // MetricNameAvailableGameSessions is a MetricName enum value MetricNameAvailableGameSessions = "AvailableGameSessions" // MetricNameAvailablePlayerSessions is a MetricName enum value MetricNameAvailablePlayerSessions = "AvailablePlayerSessions" // MetricNameCurrentPlayerSessions is a MetricName enum value MetricNameCurrentPlayerSessions = "CurrentPlayerSessions" // MetricNameIdleInstances is a MetricName enum value MetricNameIdleInstances = "IdleInstances" // MetricNamePercentAvailableGameSessions is a MetricName enum value MetricNamePercentAvailableGameSessions = "PercentAvailableGameSessions" // MetricNamePercentIdleInstances is a MetricName enum value MetricNamePercentIdleInstances = "PercentIdleInstances" // MetricNameQueueDepth is a MetricName enum value MetricNameQueueDepth = "QueueDepth" // MetricNameWaitTime is a MetricName enum value MetricNameWaitTime = "WaitTime" ) const ( // OperatingSystemWindows2012 is a OperatingSystem enum value OperatingSystemWindows2012 = "WINDOWS_2012" // OperatingSystemAmazonLinux is a OperatingSystem enum value OperatingSystemAmazonLinux = "AMAZON_LINUX" ) const ( // PlayerSessionCreationPolicyAcceptAll is a PlayerSessionCreationPolicy enum value PlayerSessionCreationPolicyAcceptAll = "ACCEPT_ALL" // PlayerSessionCreationPolicyDenyAll is a PlayerSessionCreationPolicy enum value PlayerSessionCreationPolicyDenyAll = "DENY_ALL" ) const ( // PlayerSessionStatusReserved is a PlayerSessionStatus enum value PlayerSessionStatusReserved = "RESERVED" // PlayerSessionStatusActive is a PlayerSessionStatus enum value PlayerSessionStatusActive = "ACTIVE" // PlayerSessionStatusCompleted is a PlayerSessionStatus enum value PlayerSessionStatusCompleted = "COMPLETED" // PlayerSessionStatusTimedout is a PlayerSessionStatus enum value PlayerSessionStatusTimedout = "TIMEDOUT" ) const ( // ProtectionPolicyNoProtection is a ProtectionPolicy enum value ProtectionPolicyNoProtection = "NoProtection" // ProtectionPolicyFullProtection is a ProtectionPolicy enum value ProtectionPolicyFullProtection = "FullProtection" ) const ( // RoutingStrategyTypeSimple is a RoutingStrategyType enum value RoutingStrategyTypeSimple = "SIMPLE" // RoutingStrategyTypeTerminal is a RoutingStrategyType enum value RoutingStrategyTypeTerminal = "TERMINAL" ) const ( // ScalingAdjustmentTypeChangeInCapacity is a ScalingAdjustmentType enum value ScalingAdjustmentTypeChangeInCapacity = "ChangeInCapacity" // ScalingAdjustmentTypeExactCapacity is a ScalingAdjustmentType enum value ScalingAdjustmentTypeExactCapacity = "ExactCapacity" // ScalingAdjustmentTypePercentChangeInCapacity is a ScalingAdjustmentType enum value ScalingAdjustmentTypePercentChangeInCapacity = "PercentChangeInCapacity" ) const ( // ScalingStatusTypeActive is a ScalingStatusType enum value ScalingStatusTypeActive = "ACTIVE" // ScalingStatusTypeUpdateRequested is a ScalingStatusType enum value ScalingStatusTypeUpdateRequested = "UPDATE_REQUESTED" // ScalingStatusTypeUpdating is a ScalingStatusType enum value ScalingStatusTypeUpdating = "UPDATING" // ScalingStatusTypeDeleteRequested is a ScalingStatusType enum value ScalingStatusTypeDeleteRequested = "DELETE_REQUESTED" // ScalingStatusTypeDeleting is a ScalingStatusType enum value ScalingStatusTypeDeleting = "DELETING" // ScalingStatusTypeDeleted is a ScalingStatusType enum value ScalingStatusTypeDeleted = "DELETED" // ScalingStatusTypeError is a ScalingStatusType enum value ScalingStatusTypeError = "ERROR" )