aws-sdk-go: github.com/aws/aws-sdk-go/service/gamelift Index | Files | Directories

package gamelift

import "github.com/aws/aws-sdk-go/service/gamelift"

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

Amazon GameLift is a managed service for developers who need a scalable, dedicated server solution for their multiplayer games. Use Amazon GameLift for these tasks: (1) set up computing resources and deploy your game servers, (2) run game sessions and get players into games, (3) automatically scale your resources to meet player demand and manage costs, and (4) track in-depth metrics on game server performance and player usage.

When setting up hosting resources, you can deploy your custom game server or use the Amazon GameLift Realtime Servers. Realtime Servers gives you the ability to quickly stand up lightweight, efficient game servers with the core Amazon GameLift infrastructure already built in.

Get Amazon GameLift Tools and Resources

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

API Summary

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

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

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

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

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

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

Using the Client

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

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

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

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

Index

Package Files

api.go doc.go errors.go service.go

Constants

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

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

    // BackfillModeManual is a BackfillMode enum value
    BackfillModeManual = "MANUAL"
)
const (
    // BuildStatusInitialized is a BuildStatus enum value
    BuildStatusInitialized = "INITIALIZED"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    // EventCodeInstanceInterrupted is a EventCode enum value
    EventCodeInstanceInterrupted = "INSTANCE_INTERRUPTED"
)
const (
    // FleetStatusNew is a FleetStatus enum value
    FleetStatusNew = "NEW"

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

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

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

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

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

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

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

    // FleetStatusTerminated is a FleetStatus enum value
    FleetStatusTerminated = "TERMINATED"
)
const (
    // FleetTypeOnDemand is a FleetType enum value
    FleetTypeOnDemand = "ON_DEMAND"

    // FleetTypeSpot is a FleetType enum value
    FleetTypeSpot = "SPOT"
)
const (
    // GameSessionPlacementStatePending is a GameSessionPlacementState enum value
    GameSessionPlacementStatePending = "PENDING"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    // PlayerSessionStatusTimedout is a PlayerSessionStatus enum value
    PlayerSessionStatusTimedout = "TIMEDOUT"
)
const (
    // PolicyTypeRuleBased is a PolicyType enum value
    PolicyTypeRuleBased = "RuleBased"

    // PolicyTypeTargetBased is a PolicyType enum value
    PolicyTypeTargetBased = "TargetBased"
)
const (
    // ProtectionPolicyNoProtection is a ProtectionPolicy enum value
    ProtectionPolicyNoProtection = "NoProtection"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    // ErrCodeUnsupportedRegionException for service response error code
    // "UnsupportedRegionException".
    //
    // The requested operation is not supported in the region specified.
    ErrCodeUnsupportedRegionException = "UnsupportedRegionException"
)
const (
    ServiceName = "gamelift"  // Name of service.
    EndpointsID = ServiceName // ID to lookup a service endpoint with.
    ServiceID   = "GameLift"  // ServiceID is a unique identifer of a specific service.
)

Service information constants

const (
    // FleetActionAutoScaling is a FleetAction enum value
    FleetActionAutoScaling = "AUTO_SCALING"
)
const (
    // GameSessionStatusReasonInterrupted is a GameSessionStatusReason enum value
    GameSessionStatusReasonInterrupted = "INTERRUPTED"
)

type AcceptMatchInput Uses

type AcceptMatchInput struct {

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

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

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

Represents the input for a request action.

func (AcceptMatchInput) GoString Uses

func (s AcceptMatchInput) GoString() string

GoString returns the string representation

func (*AcceptMatchInput) SetAcceptanceType Uses

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

SetAcceptanceType sets the AcceptanceType field's value.

func (*AcceptMatchInput) SetPlayerIds Uses

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

SetPlayerIds sets the PlayerIds field's value.

func (*AcceptMatchInput) SetTicketId Uses

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

SetTicketId sets the TicketId field's value.

func (AcceptMatchInput) String Uses

func (s AcceptMatchInput) String() string

String returns the string representation

func (*AcceptMatchInput) Validate Uses

func (s *AcceptMatchInput) Validate() error

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

type AcceptMatchOutput Uses

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

func (AcceptMatchOutput) GoString Uses

func (s AcceptMatchOutput) GoString() string

GoString returns the string representation

func (AcceptMatchOutput) String Uses

func (s AcceptMatchOutput) String() string

String returns the string representation

type Alias Uses

type Alias struct {

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

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

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

    // 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"`

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

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

Properties describing a fleet alias.

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

func (Alias) GoString Uses

func (s Alias) GoString() string

GoString returns the string representation

func (*Alias) SetAliasArn Uses

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

SetAliasArn sets the AliasArn field's value.

func (*Alias) SetAliasId Uses

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

SetAliasId sets the AliasId field's value.

func (*Alias) SetCreationTime Uses

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

SetCreationTime sets the CreationTime field's value.

func (*Alias) SetDescription Uses

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

SetDescription sets the Description field's value.

func (*Alias) SetLastUpdatedTime Uses

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

SetLastUpdatedTime sets the LastUpdatedTime field's value.

func (*Alias) SetName Uses

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

SetName sets the Name field's value.

func (*Alias) SetRoutingStrategy Uses

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

SetRoutingStrategy sets the RoutingStrategy field's value.

func (Alias) String Uses

func (s Alias) String() string

String returns the string representation

type AttributeValue Uses

type AttributeValue struct {

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

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

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

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

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

func (AttributeValue) GoString Uses

func (s AttributeValue) GoString() string

GoString returns the string representation

func (*AttributeValue) SetN Uses

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

SetN sets the N field's value.

func (*AttributeValue) SetS Uses

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

SetS sets the S field's value.

func (*AttributeValue) SetSDM Uses

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

SetSDM sets the SDM field's value.

func (*AttributeValue) SetSL Uses

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

SetSL sets the SL field's value.

func (AttributeValue) String Uses

func (s AttributeValue) String() string

String returns the string representation

func (*AttributeValue) Validate Uses

func (s *AttributeValue) Validate() error

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

type AwsCredentials Uses

type AwsCredentials struct {

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

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

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

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

func (AwsCredentials) GoString Uses

func (s AwsCredentials) GoString() string

GoString returns the string representation

func (*AwsCredentials) SetAccessKeyId Uses

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

SetAccessKeyId sets the AccessKeyId field's value.

func (*AwsCredentials) SetSecretAccessKey Uses

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

SetSecretAccessKey sets the SecretAccessKey field's value.

func (*AwsCredentials) SetSessionToken Uses

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

SetSessionToken sets the SessionToken field's value.

func (AwsCredentials) String Uses

func (s AwsCredentials) String() string

String returns the string representation

type Build Uses

type Build struct {

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

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

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

Properties describing a custom game build.

Related operations

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

func (Build) GoString Uses

func (s Build) GoString() string

GoString returns the string representation

func (*Build) SetBuildId Uses

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

SetBuildId sets the BuildId field's value.

func (*Build) SetCreationTime Uses

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

SetCreationTime sets the CreationTime field's value.

func (*Build) SetName Uses

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

SetName sets the Name field's value.

func (*Build) SetOperatingSystem Uses

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

SetOperatingSystem sets the OperatingSystem field's value.

func (*Build) SetSizeOnDisk Uses

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

SetSizeOnDisk sets the SizeOnDisk field's value.

func (*Build) SetStatus Uses

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

SetStatus sets the Status field's value.

func (*Build) SetVersion Uses

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

SetVersion sets the Version field's value.

func (Build) String Uses

func (s Build) String() string

String returns the string representation

type CreateAliasInput Uses

type CreateAliasInput struct {

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

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

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

Represents the input for a request action.

func (CreateAliasInput) GoString Uses

func (s CreateAliasInput) GoString() string

GoString returns the string representation

func (*CreateAliasInput) SetDescription Uses

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

SetDescription sets the Description field's value.

func (*CreateAliasInput) SetName Uses

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

SetName sets the Name field's value.

func (*CreateAliasInput) SetRoutingStrategy Uses

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

SetRoutingStrategy sets the RoutingStrategy field's value.

func (CreateAliasInput) String Uses

func (s CreateAliasInput) String() string

String returns the string representation

func (*CreateAliasInput) Validate Uses

func (s *CreateAliasInput) Validate() error

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

type CreateAliasOutput Uses

type CreateAliasOutput struct {

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

Represents the returned data in response to a request action.

func (CreateAliasOutput) GoString Uses

func (s CreateAliasOutput) GoString() string

GoString returns the string representation

func (*CreateAliasOutput) SetAlias Uses

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

SetAlias sets the Alias field's value.

func (CreateAliasOutput) String Uses

func (s CreateAliasOutput) String() string

String returns the string representation

type CreateBuildInput Uses

type CreateBuildInput struct {

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

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

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

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

Represents the input for a request action.

func (CreateBuildInput) GoString Uses

func (s CreateBuildInput) GoString() string

GoString returns the string representation

func (*CreateBuildInput) SetName Uses

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

SetName sets the Name field's value.

func (*CreateBuildInput) SetOperatingSystem Uses

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

SetOperatingSystem sets the OperatingSystem field's value.

func (*CreateBuildInput) SetStorageLocation Uses

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

SetStorageLocation sets the StorageLocation field's value.

func (*CreateBuildInput) SetVersion Uses

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

SetVersion sets the Version field's value.

func (CreateBuildInput) String Uses

func (s CreateBuildInput) String() string

String returns the string representation

func (*CreateBuildInput) Validate Uses

func (s *CreateBuildInput) Validate() error

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

type CreateBuildOutput Uses

type CreateBuildOutput struct {

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

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

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

Represents the returned data in response to a request action.

func (CreateBuildOutput) GoString Uses

func (s CreateBuildOutput) GoString() string

GoString returns the string representation

func (*CreateBuildOutput) SetBuild Uses

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

SetBuild sets the Build field's value.

func (*CreateBuildOutput) SetStorageLocation Uses

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

SetStorageLocation sets the StorageLocation field's value.

func (*CreateBuildOutput) SetUploadCredentials Uses

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

SetUploadCredentials sets the UploadCredentials field's value.

func (CreateBuildOutput) String Uses

func (s CreateBuildOutput) String() string

String returns the string representation

type CreateFleetInput Uses

type CreateFleetInput struct {

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

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

    // Range of IP addresses and port settings that permit inbound traffic to access
    // game sessions that running on the fleet. For fleets using a custom game build,
    // this parameter is required before game sessions running on the fleet can
    // accept connections. For Realtime Servers fleets, Amazon GameLift automatically
    // sets TCP and UDP ranges for use by the Realtime servers. You can specify
    // multiple permission settings or add more by updating the fleet.
    EC2InboundPermissions []*IpPermission `type:"list"`

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

    // Indicates whether to use on-demand instances or spot instances for this fleet.
    // If empty, the default is ON_DEMAND. Both categories of instances use identical
    // hardware and configurations based on the instance type selected for this
    // fleet. Learn more about On-Demand versus Spot Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot).
    FleetType *string `type:"string" enum:"FleetType"`

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

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

    // Name of an Amazon CloudWatch metric group to add this fleet to. A metric
    // group aggregates the metrics for all fleets in the group. Specify an existing
    // metric group name, or provide a new name to create a new metric group. A
    // fleet can only be included in one metric group at a time.
    MetricGroups []*string `type:"list"`

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

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

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

    // Unique identifier for a VPC with resources to be accessed by your Amazon
    // GameLift fleet. The VPC must be in the same region where your fleet is deployed.
    // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/)
    // in the AWS Management Console. Learn more about VPC peering in VPC Peering
    // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
    PeerVpcId *string `min:"1" type:"string"`

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

    // Instructions for launching server processes on each instance in the fleet.
    // Server processes run either a custom game build executable or a Realtime
    // Servers script. The run-time configuration lists the types of server processes
    // to run on an instance and includes the following configuration settings:
    // the server executable or launch script file, launch parameters, and the number
    // of processes to run concurrently on each instance. A CreateFleet request
    // must include a run-time configuration with at least one server process configuration.
    RuntimeConfiguration *RuntimeConfiguration `type:"structure"`

    // Unique identifier for a Realtime script to be deployed on the new fleet.
    // The Realtime script must have been successfully uploaded to Amazon GameLift.
    // This fleet setting cannot be changed once the fleet is created.
    ScriptId *string `type:"string"`

    // This parameter is no longer used. Instead, specify server launch parameters
    // in the RuntimeConfiguration parameter. (Requests that specify a server launch
    // path and launch parameters instead of a run-time configuration will continue
    // to work.)
    ServerLaunchParameters *string `min:"1" type:"string"`

    // This parameter is no longer used. Instead, specify a server launch path using
    // the RuntimeConfiguration parameter. (Requests that specify a server launch
    // path and launch parameters instead of a run-time configuration will continue
    // to work.)
    ServerLaunchPath *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the input for a request action.

func (CreateFleetInput) GoString Uses

func (s CreateFleetInput) GoString() string

GoString returns the string representation

func (*CreateFleetInput) SetBuildId Uses

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

SetBuildId sets the BuildId field's value.

func (*CreateFleetInput) SetDescription Uses

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

SetDescription sets the Description field's value.

func (*CreateFleetInput) SetEC2InboundPermissions Uses

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

SetEC2InboundPermissions sets the EC2InboundPermissions field's value.

func (*CreateFleetInput) SetEC2InstanceType Uses

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

SetEC2InstanceType sets the EC2InstanceType field's value.

func (*CreateFleetInput) SetFleetType Uses

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

SetFleetType sets the FleetType field's value.

func (*CreateFleetInput) SetInstanceRoleArn Uses

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

SetInstanceRoleArn sets the InstanceRoleArn field's value.

func (*CreateFleetInput) SetLogPaths Uses

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

SetLogPaths sets the LogPaths field's value.

func (*CreateFleetInput) SetMetricGroups Uses

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

SetMetricGroups sets the MetricGroups field's value.

func (*CreateFleetInput) SetName Uses

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

SetName sets the Name field's value.

func (*CreateFleetInput) SetNewGameSessionProtectionPolicy Uses

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

SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.

func (*CreateFleetInput) SetPeerVpcAwsAccountId Uses

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

SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value.

func (*CreateFleetInput) SetPeerVpcId Uses

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

SetPeerVpcId sets the PeerVpcId field's value.

func (*CreateFleetInput) SetResourceCreationLimitPolicy Uses

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

SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.

func (*CreateFleetInput) SetRuntimeConfiguration Uses

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

SetRuntimeConfiguration sets the RuntimeConfiguration field's value.

func (*CreateFleetInput) SetScriptId Uses

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

SetScriptId sets the ScriptId field's value.

func (*CreateFleetInput) SetServerLaunchParameters Uses

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

SetServerLaunchParameters sets the ServerLaunchParameters field's value.

func (*CreateFleetInput) SetServerLaunchPath Uses

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

SetServerLaunchPath sets the ServerLaunchPath field's value.

func (CreateFleetInput) String Uses

func (s CreateFleetInput) String() string

String returns the string representation

func (*CreateFleetInput) Validate Uses

func (s *CreateFleetInput) Validate() error

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

type CreateFleetOutput Uses

type CreateFleetOutput struct {

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

Represents the returned data in response to a request action.

func (CreateFleetOutput) GoString Uses

func (s CreateFleetOutput) GoString() string

GoString returns the string representation

func (*CreateFleetOutput) SetFleetAttributes Uses

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

SetFleetAttributes sets the FleetAttributes field's value.

func (CreateFleetOutput) String Uses

func (s CreateFleetOutput) String() string

String returns the string representation

type CreateGameSessionInput Uses

type CreateGameSessionInput struct {

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

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

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

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

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

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

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

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

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

Represents the input for a request action.

func (CreateGameSessionInput) GoString Uses

func (s CreateGameSessionInput) GoString() string

GoString returns the string representation

func (*CreateGameSessionInput) SetAliasId Uses

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

SetAliasId sets the AliasId field's value.

func (*CreateGameSessionInput) SetCreatorId Uses

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

SetCreatorId sets the CreatorId field's value.

func (*CreateGameSessionInput) SetFleetId Uses

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

SetFleetId sets the FleetId field's value.

func (*CreateGameSessionInput) SetGameProperties Uses

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

SetGameProperties sets the GameProperties field's value.

func (*CreateGameSessionInput) SetGameSessionData Uses

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

SetGameSessionData sets the GameSessionData field's value.

func (*CreateGameSessionInput) SetGameSessionId Uses

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

SetGameSessionId sets the GameSessionId field's value.

func (*CreateGameSessionInput) SetIdempotencyToken Uses

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

SetIdempotencyToken sets the IdempotencyToken field's value.

func (*CreateGameSessionInput) SetMaximumPlayerSessionCount Uses

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

SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.

func (*CreateGameSessionInput) SetName Uses

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

SetName sets the Name field's value.

func (CreateGameSessionInput) String Uses

func (s CreateGameSessionInput) String() string

String returns the string representation

func (*CreateGameSessionInput) Validate Uses

func (s *CreateGameSessionInput) Validate() error

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

type CreateGameSessionOutput Uses

type CreateGameSessionOutput struct {

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

Represents the returned data in response to a request action.

func (CreateGameSessionOutput) GoString Uses

func (s CreateGameSessionOutput) GoString() string

GoString returns the string representation

func (*CreateGameSessionOutput) SetGameSession Uses

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

SetGameSession sets the GameSession field's value.

func (CreateGameSessionOutput) String Uses

func (s CreateGameSessionOutput) String() string

String returns the string representation

type CreateGameSessionQueueInput Uses

type CreateGameSessionQueueInput struct {

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

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

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

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

Represents the input for a request action.

func (CreateGameSessionQueueInput) GoString Uses

func (s CreateGameSessionQueueInput) GoString() string

GoString returns the string representation

func (*CreateGameSessionQueueInput) SetDestinations Uses

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

SetDestinations sets the Destinations field's value.

func (*CreateGameSessionQueueInput) SetName Uses

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

SetName sets the Name field's value.

func (*CreateGameSessionQueueInput) SetPlayerLatencyPolicies Uses

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

SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.

func (*CreateGameSessionQueueInput) SetTimeoutInSeconds Uses

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

SetTimeoutInSeconds sets the TimeoutInSeconds field's value.

func (CreateGameSessionQueueInput) String Uses

func (s CreateGameSessionQueueInput) String() string

String returns the string representation

func (*CreateGameSessionQueueInput) Validate Uses

func (s *CreateGameSessionQueueInput) Validate() error

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

type CreateGameSessionQueueOutput Uses

type CreateGameSessionQueueOutput struct {

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

Represents the returned data in response to a request action.

func (CreateGameSessionQueueOutput) GoString Uses

func (s CreateGameSessionQueueOutput) GoString() string

GoString returns the string representation

func (*CreateGameSessionQueueOutput) SetGameSessionQueue Uses

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

SetGameSessionQueue sets the GameSessionQueue field's value.

func (CreateGameSessionQueueOutput) String Uses

func (s CreateGameSessionQueueOutput) String() string

String returns the string representation

type CreateMatchmakingConfigurationInput Uses

type CreateMatchmakingConfigurationInput struct {

    // Flag that determines whether a match that was created with this configuration
    // must be accepted by the matched players. To require acceptance, set to TRUE.
    //
    // AcceptanceRequired is a required field
    AcceptanceRequired *bool `type:"boolean" required:"true"`

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

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

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

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

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

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

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

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

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

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

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

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

Represents the input for a request action.

func (CreateMatchmakingConfigurationInput) GoString Uses

func (s CreateMatchmakingConfigurationInput) GoString() string

GoString returns the string representation

func (*CreateMatchmakingConfigurationInput) SetAcceptanceRequired Uses

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

SetAcceptanceRequired sets the AcceptanceRequired field's value.

func (*CreateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds Uses

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

SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value.

func (*CreateMatchmakingConfigurationInput) SetAdditionalPlayerCount Uses

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

SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value.

func (*CreateMatchmakingConfigurationInput) SetBackfillMode Uses

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

SetBackfillMode sets the BackfillMode field's value.

func (*CreateMatchmakingConfigurationInput) SetCustomEventData Uses

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

SetCustomEventData sets the CustomEventData field's value.

func (*CreateMatchmakingConfigurationInput) SetDescription Uses

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

SetDescription sets the Description field's value.

func (*CreateMatchmakingConfigurationInput) SetGameProperties Uses

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

SetGameProperties sets the GameProperties field's value.

func (*CreateMatchmakingConfigurationInput) SetGameSessionData Uses

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

SetGameSessionData sets the GameSessionData field's value.

func (*CreateMatchmakingConfigurationInput) SetGameSessionQueueArns Uses

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

SetGameSessionQueueArns sets the GameSessionQueueArns field's value.

func (*CreateMatchmakingConfigurationInput) SetName Uses

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

SetName sets the Name field's value.

func (*CreateMatchmakingConfigurationInput) SetNotificationTarget Uses

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

SetNotificationTarget sets the NotificationTarget field's value.

func (*CreateMatchmakingConfigurationInput) SetRequestTimeoutSeconds Uses

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

SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value.

func (*CreateMatchmakingConfigurationInput) SetRuleSetName Uses

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

SetRuleSetName sets the RuleSetName field's value.

func (CreateMatchmakingConfigurationInput) String Uses

func (s CreateMatchmakingConfigurationInput) String() string

String returns the string representation

func (*CreateMatchmakingConfigurationInput) Validate Uses

func (s *CreateMatchmakingConfigurationInput) Validate() error

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

type CreateMatchmakingConfigurationOutput Uses

type CreateMatchmakingConfigurationOutput struct {

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

Represents the returned data in response to a request action.

func (CreateMatchmakingConfigurationOutput) GoString Uses

func (s CreateMatchmakingConfigurationOutput) GoString() string

GoString returns the string representation

func (*CreateMatchmakingConfigurationOutput) SetConfiguration Uses

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

SetConfiguration sets the Configuration field's value.

func (CreateMatchmakingConfigurationOutput) String Uses

func (s CreateMatchmakingConfigurationOutput) String() string

String returns the string representation

type CreateMatchmakingRuleSetInput Uses

type CreateMatchmakingRuleSetInput struct {

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

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

Represents the input for a request action.

func (CreateMatchmakingRuleSetInput) GoString Uses

func (s CreateMatchmakingRuleSetInput) GoString() string

GoString returns the string representation

func (*CreateMatchmakingRuleSetInput) SetName Uses

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

SetName sets the Name field's value.

func (*CreateMatchmakingRuleSetInput) SetRuleSetBody Uses

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

SetRuleSetBody sets the RuleSetBody field's value.

func (CreateMatchmakingRuleSetInput) String Uses

func (s CreateMatchmakingRuleSetInput) String() string

String returns the string representation

func (*CreateMatchmakingRuleSetInput) Validate Uses

func (s *CreateMatchmakingRuleSetInput) Validate() error

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

type CreateMatchmakingRuleSetOutput Uses

type CreateMatchmakingRuleSetOutput struct {

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

Represents the returned data in response to a request action.

func (CreateMatchmakingRuleSetOutput) GoString Uses

func (s CreateMatchmakingRuleSetOutput) GoString() string

GoString returns the string representation

func (*CreateMatchmakingRuleSetOutput) SetRuleSet Uses

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

SetRuleSet sets the RuleSet field's value.

func (CreateMatchmakingRuleSetOutput) String Uses

func (s CreateMatchmakingRuleSetOutput) String() string

String returns the string representation

type CreatePlayerSessionInput Uses

type CreatePlayerSessionInput struct {

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

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

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

Represents the input for a request action.

func (CreatePlayerSessionInput) GoString Uses

func (s CreatePlayerSessionInput) GoString() string

GoString returns the string representation

func (*CreatePlayerSessionInput) SetGameSessionId Uses

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

SetGameSessionId sets the GameSessionId field's value.

func (*CreatePlayerSessionInput) SetPlayerData Uses

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

SetPlayerData sets the PlayerData field's value.

func (*CreatePlayerSessionInput) SetPlayerId Uses

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

SetPlayerId sets the PlayerId field's value.

func (CreatePlayerSessionInput) String Uses

func (s CreatePlayerSessionInput) String() string

String returns the string representation

func (*CreatePlayerSessionInput) Validate Uses

func (s *CreatePlayerSessionInput) Validate() error

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

type CreatePlayerSessionOutput Uses

type CreatePlayerSessionOutput struct {

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

Represents the returned data in response to a request action.

func (CreatePlayerSessionOutput) GoString Uses

func (s CreatePlayerSessionOutput) GoString() string

GoString returns the string representation

func (*CreatePlayerSessionOutput) SetPlayerSession Uses

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

SetPlayerSession sets the PlayerSession field's value.

func (CreatePlayerSessionOutput) String Uses

func (s CreatePlayerSessionOutput) String() string

String returns the string representation

type CreatePlayerSessionsInput Uses

type CreatePlayerSessionsInput struct {

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

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

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

Represents the input for a request action.

func (CreatePlayerSessionsInput) GoString Uses

func (s CreatePlayerSessionsInput) GoString() string

GoString returns the string representation

func (*CreatePlayerSessionsInput) SetGameSessionId Uses

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

SetGameSessionId sets the GameSessionId field's value.

func (*CreatePlayerSessionsInput) SetPlayerDataMap Uses

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

SetPlayerDataMap sets the PlayerDataMap field's value.

func (*CreatePlayerSessionsInput) SetPlayerIds Uses

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

SetPlayerIds sets the PlayerIds field's value.

func (CreatePlayerSessionsInput) String Uses

func (s CreatePlayerSessionsInput) String() string

String returns the string representation

func (*CreatePlayerSessionsInput) Validate Uses

func (s *CreatePlayerSessionsInput) Validate() error

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

type CreatePlayerSessionsOutput Uses

type CreatePlayerSessionsOutput struct {

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

Represents the returned data in response to a request action.

func (CreatePlayerSessionsOutput) GoString Uses

func (s CreatePlayerSessionsOutput) GoString() string

GoString returns the string representation

func (*CreatePlayerSessionsOutput) SetPlayerSessions Uses

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

SetPlayerSessions sets the PlayerSessions field's value.

func (CreatePlayerSessionsOutput) String Uses

func (s CreatePlayerSessionsOutput) String() string

String returns the string representation

type CreateScriptInput Uses

type CreateScriptInput struct {

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

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

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

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

func (CreateScriptInput) GoString Uses

func (s CreateScriptInput) GoString() string

GoString returns the string representation

func (*CreateScriptInput) SetName Uses

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

SetName sets the Name field's value.

func (*CreateScriptInput) SetStorageLocation Uses

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

SetStorageLocation sets the StorageLocation field's value.

func (*CreateScriptInput) SetVersion Uses

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

SetVersion sets the Version field's value.

func (*CreateScriptInput) SetZipFile Uses

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

SetZipFile sets the ZipFile field's value.

func (CreateScriptInput) String Uses

func (s CreateScriptInput) String() string

String returns the string representation

func (*CreateScriptInput) Validate Uses

func (s *CreateScriptInput) Validate() error

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

type CreateScriptOutput Uses

type CreateScriptOutput struct {

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

func (CreateScriptOutput) GoString Uses

func (s CreateScriptOutput) GoString() string

GoString returns the string representation

func (*CreateScriptOutput) SetScript Uses

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

SetScript sets the Script field's value.

func (CreateScriptOutput) String Uses

func (s CreateScriptOutput) String() string

String returns the string representation

type CreateVpcPeeringAuthorizationInput Uses

type CreateVpcPeeringAuthorizationInput struct {

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

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

Represents the input for a request action.

func (CreateVpcPeeringAuthorizationInput) GoString Uses

func (s CreateVpcPeeringAuthorizationInput) GoString() string

GoString returns the string representation

func (*CreateVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId Uses

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

SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value.

func (*CreateVpcPeeringAuthorizationInput) SetPeerVpcId Uses

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

SetPeerVpcId sets the PeerVpcId field's value.

func (CreateVpcPeeringAuthorizationInput) String Uses

func (s CreateVpcPeeringAuthorizationInput) String() string

String returns the string representation

func (*CreateVpcPeeringAuthorizationInput) Validate Uses

func (s *CreateVpcPeeringAuthorizationInput) Validate() error

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

type CreateVpcPeeringAuthorizationOutput Uses

type CreateVpcPeeringAuthorizationOutput struct {

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

Represents the returned data in response to a request action.

func (CreateVpcPeeringAuthorizationOutput) GoString Uses

func (s CreateVpcPeeringAuthorizationOutput) GoString() string

GoString returns the string representation

func (*CreateVpcPeeringAuthorizationOutput) SetVpcPeeringAuthorization Uses

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

SetVpcPeeringAuthorization sets the VpcPeeringAuthorization field's value.

func (CreateVpcPeeringAuthorizationOutput) String Uses

func (s CreateVpcPeeringAuthorizationOutput) String() string

String returns the string representation

type CreateVpcPeeringConnectionInput Uses

type CreateVpcPeeringConnectionInput struct {

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

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

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

Represents the input for a request action.

func (CreateVpcPeeringConnectionInput) GoString Uses

func (s CreateVpcPeeringConnectionInput) GoString() string

GoString returns the string representation

func (*CreateVpcPeeringConnectionInput) SetFleetId Uses

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

SetFleetId sets the FleetId field's value.

func (*CreateVpcPeeringConnectionInput) SetPeerVpcAwsAccountId Uses

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

SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value.

func (*CreateVpcPeeringConnectionInput) SetPeerVpcId Uses

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

SetPeerVpcId sets the PeerVpcId field's value.

func (CreateVpcPeeringConnectionInput) String Uses

func (s CreateVpcPeeringConnectionInput) String() string

String returns the string representation

func (*CreateVpcPeeringConnectionInput) Validate Uses

func (s *CreateVpcPeeringConnectionInput) Validate() error

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

type CreateVpcPeeringConnectionOutput Uses

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

func (CreateVpcPeeringConnectionOutput) GoString Uses

func (s CreateVpcPeeringConnectionOutput) GoString() string

GoString returns the string representation

func (CreateVpcPeeringConnectionOutput) String Uses

func (s CreateVpcPeeringConnectionOutput) String() string

String returns the string representation

type DeleteAliasInput Uses

type DeleteAliasInput struct {

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

Represents the input for a request action.

func (DeleteAliasInput) GoString Uses

func (s DeleteAliasInput) GoString() string

GoString returns the string representation

func (*DeleteAliasInput) SetAliasId Uses

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

SetAliasId sets the AliasId field's value.

func (DeleteAliasInput) String Uses

func (s DeleteAliasInput) String() string

String returns the string representation

func (*DeleteAliasInput) Validate Uses

func (s *DeleteAliasInput) Validate() error

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

type DeleteAliasOutput Uses

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

func (DeleteAliasOutput) GoString Uses

func (s DeleteAliasOutput) GoString() string

GoString returns the string representation

func (DeleteAliasOutput) String Uses

func (s DeleteAliasOutput) String() string

String returns the string representation

type DeleteBuildInput Uses

type DeleteBuildInput struct {

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

Represents the input for a request action.

func (DeleteBuildInput) GoString Uses

func (s DeleteBuildInput) GoString() string

GoString returns the string representation

func (*DeleteBuildInput) SetBuildId Uses

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

SetBuildId sets the BuildId field's value.

func (DeleteBuildInput) String Uses

func (s DeleteBuildInput) String() string

String returns the string representation

func (*DeleteBuildInput) Validate Uses

func (s *DeleteBuildInput) Validate() error

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

type DeleteBuildOutput Uses

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

func (DeleteBuildOutput) GoString Uses

func (s DeleteBuildOutput) GoString() string

GoString returns the string representation

func (DeleteBuildOutput) String Uses

func (s DeleteBuildOutput) String() string

String returns the string representation

type DeleteFleetInput Uses

type DeleteFleetInput struct {

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

Represents the input for a request action.

func (DeleteFleetInput) GoString Uses

func (s DeleteFleetInput) GoString() string

GoString returns the string representation

func (*DeleteFleetInput) SetFleetId Uses

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

SetFleetId sets the FleetId field's value.

func (DeleteFleetInput) String Uses

func (s DeleteFleetInput) String() string

String returns the string representation

func (*DeleteFleetInput) Validate Uses

func (s *DeleteFleetInput) Validate() error

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

type DeleteFleetOutput Uses

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

func (DeleteFleetOutput) GoString Uses

func (s DeleteFleetOutput) GoString() string

GoString returns the string representation

func (DeleteFleetOutput) String Uses

func (s DeleteFleetOutput) String() string

String returns the string representation

type DeleteGameSessionQueueInput Uses

type DeleteGameSessionQueueInput struct {

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

Represents the input for a request action.

func (DeleteGameSessionQueueInput) GoString Uses

func (s DeleteGameSessionQueueInput) GoString() string

GoString returns the string representation

func (*DeleteGameSessionQueueInput) SetName Uses

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

SetName sets the Name field's value.

func (DeleteGameSessionQueueInput) String Uses

func (s DeleteGameSessionQueueInput) String() string

String returns the string representation

func (*DeleteGameSessionQueueInput) Validate Uses

func (s *DeleteGameSessionQueueInput) Validate() error

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

type DeleteGameSessionQueueOutput Uses

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

func (DeleteGameSessionQueueOutput) GoString Uses

func (s DeleteGameSessionQueueOutput) GoString() string

GoString returns the string representation

func (DeleteGameSessionQueueOutput) String Uses

func (s DeleteGameSessionQueueOutput) String() string

String returns the string representation

type DeleteMatchmakingConfigurationInput Uses

type DeleteMatchmakingConfigurationInput struct {

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

Represents the input for a request action.

func (DeleteMatchmakingConfigurationInput) GoString Uses

func (s DeleteMatchmakingConfigurationInput) GoString() string

GoString returns the string representation

func (*DeleteMatchmakingConfigurationInput) SetName Uses

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

SetName sets the Name field's value.

func (DeleteMatchmakingConfigurationInput) String Uses

func (s DeleteMatchmakingConfigurationInput) String() string

String returns the string representation

func (*DeleteMatchmakingConfigurationInput) Validate Uses

func (s *DeleteMatchmakingConfigurationInput) Validate() error

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

type DeleteMatchmakingConfigurationOutput Uses

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

func (DeleteMatchmakingConfigurationOutput) GoString Uses

func (s DeleteMatchmakingConfigurationOutput) GoString() string

GoString returns the string representation

func (DeleteMatchmakingConfigurationOutput) String Uses

func (s DeleteMatchmakingConfigurationOutput) String() string

String returns the string representation

type DeleteMatchmakingRuleSetInput Uses

type DeleteMatchmakingRuleSetInput struct {

    // Unique identifier for a matchmaking rule set to be deleted. (Note: The rule
    // set name is different from the optional "name" field in the rule set body.)
    //
    // Name is a required field
    Name *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action.

func (DeleteMatchmakingRuleSetInput) GoString Uses

func (s DeleteMatchmakingRuleSetInput) GoString() string

GoString returns the string representation

func (*DeleteMatchmakingRuleSetInput) SetName Uses

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

SetName sets the Name field's value.

func (DeleteMatchmakingRuleSetInput) String Uses

func (s DeleteMatchmakingRuleSetInput) String() string

String returns the string representation

func (*DeleteMatchmakingRuleSetInput) Validate Uses

func (s *DeleteMatchmakingRuleSetInput) Validate() error

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

type DeleteMatchmakingRuleSetOutput Uses

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

Represents the returned data in response to a request action.

func (DeleteMatchmakingRuleSetOutput) GoString Uses

func (s DeleteMatchmakingRuleSetOutput) GoString() string

GoString returns the string representation

func (DeleteMatchmakingRuleSetOutput) String Uses

func (s DeleteMatchmakingRuleSetOutput) String() string

String returns the string representation

type DeleteScalingPolicyInput Uses

type DeleteScalingPolicyInput struct {

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

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

Represents the input for a request action.

func (DeleteScalingPolicyInput) GoString Uses

func (s DeleteScalingPolicyInput) GoString() string

GoString returns the string representation

func (*DeleteScalingPolicyInput) SetFleetId Uses

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

SetFleetId sets the FleetId field's value.

func (*DeleteScalingPolicyInput) SetName Uses

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

SetName sets the Name field's value.

func (DeleteScalingPolicyInput) String Uses

func (s DeleteScalingPolicyInput) String() string

String returns the string representation

func (*DeleteScalingPolicyInput) Validate Uses

func (s *DeleteScalingPolicyInput) Validate() error

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

type DeleteScalingPolicyOutput Uses

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

func (DeleteScalingPolicyOutput) GoString Uses

func (s DeleteScalingPolicyOutput) GoString() string

GoString returns the string representation

func (DeleteScalingPolicyOutput) String Uses

func (s DeleteScalingPolicyOutput) String() string

String returns the string representation

type DeleteScriptInput Uses

type DeleteScriptInput struct {

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

func (DeleteScriptInput) GoString Uses

func (s DeleteScriptInput) GoString() string

GoString returns the string representation

func (*DeleteScriptInput) SetScriptId Uses

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

SetScriptId sets the ScriptId field's value.

func (DeleteScriptInput) String Uses

func (s DeleteScriptInput) String() string

String returns the string representation

func (*DeleteScriptInput) Validate Uses

func (s *DeleteScriptInput) Validate() error

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

type DeleteScriptOutput Uses

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

func (DeleteScriptOutput) GoString Uses

func (s DeleteScriptOutput) GoString() string

GoString returns the string representation

func (DeleteScriptOutput) String Uses

func (s DeleteScriptOutput) String() string

String returns the string representation

type DeleteVpcPeeringAuthorizationInput Uses

type DeleteVpcPeeringAuthorizationInput struct {

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

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

Represents the input for a request action.

func (DeleteVpcPeeringAuthorizationInput) GoString Uses

func (s DeleteVpcPeeringAuthorizationInput) GoString() string

GoString returns the string representation

func (*DeleteVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId Uses

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

SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value.

func (*DeleteVpcPeeringAuthorizationInput) SetPeerVpcId Uses

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

SetPeerVpcId sets the PeerVpcId field's value.

func (DeleteVpcPeeringAuthorizationInput) String Uses

func (s DeleteVpcPeeringAuthorizationInput) String() string

String returns the string representation

func (*DeleteVpcPeeringAuthorizationInput) Validate Uses

func (s *DeleteVpcPeeringAuthorizationInput) Validate() error

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

type DeleteVpcPeeringAuthorizationOutput Uses

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

func (DeleteVpcPeeringAuthorizationOutput) GoString Uses

func (s DeleteVpcPeeringAuthorizationOutput) GoString() string

GoString returns the string representation

func (DeleteVpcPeeringAuthorizationOutput) String Uses

func (s DeleteVpcPeeringAuthorizationOutput) String() string

String returns the string representation

type DeleteVpcPeeringConnectionInput Uses

type DeleteVpcPeeringConnectionInput struct {

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

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

Represents the input for a request action.

func (DeleteVpcPeeringConnectionInput) GoString Uses

func (s DeleteVpcPeeringConnectionInput) GoString() string

GoString returns the string representation

func (*DeleteVpcPeeringConnectionInput) SetFleetId Uses

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

SetFleetId sets the FleetId field's value.

func (*DeleteVpcPeeringConnectionInput) SetVpcPeeringConnectionId Uses

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

SetVpcPeeringConnectionId sets the VpcPeeringConnectionId field's value.

func (DeleteVpcPeeringConnectionInput) String Uses

func (s DeleteVpcPeeringConnectionInput) String() string

String returns the string representation

func (*DeleteVpcPeeringConnectionInput) Validate Uses

func (s *DeleteVpcPeeringConnectionInput) Validate() error

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

type DeleteVpcPeeringConnectionOutput Uses

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

func (DeleteVpcPeeringConnectionOutput) GoString Uses

func (s DeleteVpcPeeringConnectionOutput) GoString() string

GoString returns the string representation

func (DeleteVpcPeeringConnectionOutput) String Uses

func (s DeleteVpcPeeringConnectionOutput) String() string

String returns the string representation

type DescribeAliasInput Uses

type DescribeAliasInput struct {

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

Represents the input for a request action.

func (DescribeAliasInput) GoString Uses

func (s DescribeAliasInput) GoString() string

GoString returns the string representation

func (*DescribeAliasInput) SetAliasId Uses

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

SetAliasId sets the AliasId field's value.

func (DescribeAliasInput) String Uses

func (s DescribeAliasInput) String() string

String returns the string representation

func (*DescribeAliasInput) Validate Uses

func (s *DescribeAliasInput) Validate() error

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

type DescribeAliasOutput Uses

type DescribeAliasOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeAliasOutput) GoString Uses

func (s DescribeAliasOutput) GoString() string

GoString returns the string representation

func (*DescribeAliasOutput) SetAlias Uses

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

SetAlias sets the Alias field's value.

func (DescribeAliasOutput) String Uses

func (s DescribeAliasOutput) String() string

String returns the string representation

type DescribeBuildInput Uses

type DescribeBuildInput struct {

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

Represents the input for a request action.

func (DescribeBuildInput) GoString Uses

func (s DescribeBuildInput) GoString() string

GoString returns the string representation

func (*DescribeBuildInput) SetBuildId Uses

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

SetBuildId sets the BuildId field's value.

func (DescribeBuildInput) String Uses

func (s DescribeBuildInput) String() string

String returns the string representation

func (*DescribeBuildInput) Validate Uses

func (s *DescribeBuildInput) Validate() error

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

type DescribeBuildOutput Uses

type DescribeBuildOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeBuildOutput) GoString Uses

func (s DescribeBuildOutput) GoString() string

GoString returns the string representation

func (*DescribeBuildOutput) SetBuild Uses

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

SetBuild sets the Build field's value.

func (DescribeBuildOutput) String Uses

func (s DescribeBuildOutput) String() string

String returns the string representation

type DescribeEC2InstanceLimitsInput Uses

type DescribeEC2InstanceLimitsInput struct {

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

Represents the input for a request action.

func (DescribeEC2InstanceLimitsInput) GoString Uses

func (s DescribeEC2InstanceLimitsInput) GoString() string

GoString returns the string representation

func (*DescribeEC2InstanceLimitsInput) SetEC2InstanceType Uses

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

SetEC2InstanceType sets the EC2InstanceType field's value.

func (DescribeEC2InstanceLimitsInput) String Uses

func (s DescribeEC2InstanceLimitsInput) String() string

String returns the string representation

type DescribeEC2InstanceLimitsOutput Uses

type DescribeEC2InstanceLimitsOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeEC2InstanceLimitsOutput) GoString Uses

func (s DescribeEC2InstanceLimitsOutput) GoString() string

GoString returns the string representation

func (*DescribeEC2InstanceLimitsOutput) SetEC2InstanceLimits Uses

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

SetEC2InstanceLimits sets the EC2InstanceLimits field's value.

func (DescribeEC2InstanceLimitsOutput) String Uses

func (s DescribeEC2InstanceLimitsOutput) String() string

String returns the string representation

type DescribeFleetAttributesInput Uses

type DescribeFleetAttributesInput struct {

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

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

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

Represents the input for a request action.

func (DescribeFleetAttributesInput) GoString Uses

func (s DescribeFleetAttributesInput) GoString() string

GoString returns the string representation

func (*DescribeFleetAttributesInput) SetFleetIds Uses

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

SetFleetIds sets the FleetIds field's value.

func (*DescribeFleetAttributesInput) SetLimit Uses

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

SetLimit sets the Limit field's value.

func (*DescribeFleetAttributesInput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (DescribeFleetAttributesInput) String Uses

func (s DescribeFleetAttributesInput) String() string

String returns the string representation

func (*DescribeFleetAttributesInput) Validate Uses

func (s *DescribeFleetAttributesInput) Validate() error

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

type DescribeFleetAttributesOutput Uses

type DescribeFleetAttributesOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeFleetAttributesOutput) GoString Uses

func (s DescribeFleetAttributesOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetAttributesOutput) SetFleetAttributes Uses

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

SetFleetAttributes sets the FleetAttributes field's value.

func (*DescribeFleetAttributesOutput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (DescribeFleetAttributesOutput) String Uses

func (s DescribeFleetAttributesOutput) String() string

String returns the string representation

type DescribeFleetCapacityInput Uses

type DescribeFleetCapacityInput struct {

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

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

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

Represents the input for a request action.

func (DescribeFleetCapacityInput) GoString Uses

func (s DescribeFleetCapacityInput) GoString() string

GoString returns the string representation

func (*DescribeFleetCapacityInput) SetFleetIds Uses

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

SetFleetIds sets the FleetIds field's value.

func (*DescribeFleetCapacityInput) SetLimit Uses

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

SetLimit sets the Limit field's value.

func (*DescribeFleetCapacityInput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (DescribeFleetCapacityInput) String Uses

func (s DescribeFleetCapacityInput) String() string

String returns the string representation

func (*DescribeFleetCapacityInput) Validate Uses

func (s *DescribeFleetCapacityInput) Validate() error

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

type DescribeFleetCapacityOutput Uses

type DescribeFleetCapacityOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeFleetCapacityOutput) GoString Uses

func (s DescribeFleetCapacityOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetCapacityOutput) SetFleetCapacity Uses

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

SetFleetCapacity sets the FleetCapacity field's value.

func (*DescribeFleetCapacityOutput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (DescribeFleetCapacityOutput) String Uses

func (s DescribeFleetCapacityOutput) String() string

String returns the string representation

type DescribeFleetEventsInput Uses

type DescribeFleetEventsInput struct {

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

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

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

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

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

Represents the input for a request action.

func (DescribeFleetEventsInput) GoString Uses

func (s DescribeFleetEventsInput) GoString() string

GoString returns the string representation

func (*DescribeFleetEventsInput) SetEndTime Uses

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

SetEndTime sets the EndTime field's value.

func (*DescribeFleetEventsInput) SetFleetId Uses

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

SetFleetId sets the FleetId field's value.

func (*DescribeFleetEventsInput) SetLimit Uses

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

SetLimit sets the Limit field's value.

func (*DescribeFleetEventsInput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (*DescribeFleetEventsInput) SetStartTime Uses

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

SetStartTime sets the StartTime field's value.

func (DescribeFleetEventsInput) String Uses

func (s DescribeFleetEventsInput) String() string

String returns the string representation

func (*DescribeFleetEventsInput) Validate Uses

func (s *DescribeFleetEventsInput) Validate() error

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

type DescribeFleetEventsOutput Uses

type DescribeFleetEventsOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeFleetEventsOutput) GoString Uses

func (s DescribeFleetEventsOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetEventsOutput) SetEvents Uses

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

SetEvents sets the Events field's value.

func (*DescribeFleetEventsOutput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (DescribeFleetEventsOutput) String Uses

func (s DescribeFleetEventsOutput) String() string

String returns the string representation

type DescribeFleetPortSettingsInput Uses

type DescribeFleetPortSettingsInput struct {

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

Represents the input for a request action.

func (DescribeFleetPortSettingsInput) GoString Uses

func (s DescribeFleetPortSettingsInput) GoString() string

GoString returns the string representation

func (*DescribeFleetPortSettingsInput) SetFleetId Uses

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

SetFleetId sets the FleetId field's value.

func (DescribeFleetPortSettingsInput) String Uses

func (s DescribeFleetPortSettingsInput) String() string

String returns the string representation

func (*DescribeFleetPortSettingsInput) Validate Uses

func (s *DescribeFleetPortSettingsInput) Validate() error

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

type DescribeFleetPortSettingsOutput Uses

type DescribeFleetPortSettingsOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeFleetPortSettingsOutput) GoString Uses

func (s DescribeFleetPortSettingsOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetPortSettingsOutput) SetInboundPermissions Uses

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

SetInboundPermissions sets the InboundPermissions field's value.

func (DescribeFleetPortSettingsOutput) String Uses

func (s DescribeFleetPortSettingsOutput) String() string

String returns the string representation

type DescribeFleetUtilizationInput Uses

type DescribeFleetUtilizationInput struct {

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

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

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

Represents the input for a request action.

func (DescribeFleetUtilizationInput) GoString Uses

func (s DescribeFleetUtilizationInput) GoString() string

GoString returns the string representation

func (*DescribeFleetUtilizationInput) SetFleetIds Uses

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

SetFleetIds sets the FleetIds field's value.

func (*DescribeFleetUtilizationInput) SetLimit Uses

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

SetLimit sets the Limit field's value.

func (*DescribeFleetUtilizationInput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (DescribeFleetUtilizationInput) String Uses

func (s DescribeFleetUtilizationInput) String() string

String returns the string representation

func (*DescribeFleetUtilizationInput) Validate Uses

func (s *DescribeFleetUtilizationInput) Validate() error

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

type DescribeFleetUtilizationOutput Uses

type DescribeFleetUtilizationOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeFleetUtilizationOutput) GoString Uses

func (s DescribeFleetUtilizationOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetUtilizationOutput) SetFleetUtilization Uses

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

SetFleetUtilization sets the FleetUtilization field's value.

func (*DescribeFleetUtilizationOutput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (DescribeFleetUtilizationOutput) String Uses

func (s DescribeFleetUtilizationOutput) String() string

String returns the string representation

type DescribeGameSessionDetailsInput Uses

type DescribeGameSessionDetailsInput struct {

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

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

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

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

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

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

Represents the input for a request action.

func (DescribeGameSessionDetailsInput) GoString Uses

func (s DescribeGameSessionDetailsInput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionDetailsInput) SetAliasId Uses

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

SetAliasId sets the AliasId field's value.

func (*DescribeGameSessionDetailsInput) SetFleetId Uses

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

SetFleetId sets the FleetId field's value.

func (*DescribeGameSessionDetailsInput) SetGameSessionId Uses

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

SetGameSessionId sets the GameSessionId field's value.

func (*DescribeGameSessionDetailsInput) SetLimit Uses

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

SetLimit sets the Limit field's value.

func (*DescribeGameSessionDetailsInput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (*DescribeGameSessionDetailsInput) SetStatusFilter Uses

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

SetStatusFilter sets the StatusFilter field's value.

func (DescribeGameSessionDetailsInput) String Uses

func (s DescribeGameSessionDetailsInput) String() string

String returns the string representation

func (*DescribeGameSessionDetailsInput) Validate Uses

func (s *DescribeGameSessionDetailsInput) Validate() error

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

type DescribeGameSessionDetailsOutput Uses

type DescribeGameSessionDetailsOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeGameSessionDetailsOutput) GoString Uses

func (s DescribeGameSessionDetailsOutput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionDetailsOutput) SetGameSessionDetails Uses

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

SetGameSessionDetails sets the GameSessionDetails field's value.

func (*DescribeGameSessionDetailsOutput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (DescribeGameSessionDetailsOutput) String Uses

func (s DescribeGameSessionDetailsOutput) String() string

String returns the string representation

type DescribeGameSessionPlacementInput Uses

type DescribeGameSessionPlacementInput struct {

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

Represents the input for a request action.

func (DescribeGameSessionPlacementInput) GoString Uses

func (s DescribeGameSessionPlacementInput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionPlacementInput) SetPlacementId Uses

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

SetPlacementId sets the PlacementId field's value.

func (DescribeGameSessionPlacementInput) String Uses

func (s DescribeGameSessionPlacementInput) String() string

String returns the string representation

func (*DescribeGameSessionPlacementInput) Validate Uses

func (s *DescribeGameSessionPlacementInput) Validate() error

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

type DescribeGameSessionPlacementOutput Uses

type DescribeGameSessionPlacementOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeGameSessionPlacementOutput) GoString Uses

func (s DescribeGameSessionPlacementOutput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionPlacementOutput) SetGameSessionPlacement Uses

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

SetGameSessionPlacement sets the GameSessionPlacement field's value.

func (DescribeGameSessionPlacementOutput) String Uses

func (s DescribeGameSessionPlacementOutput) String() string

String returns the string representation

type DescribeGameSessionQueuesInput Uses

type DescribeGameSessionQueuesInput struct {

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

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

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

Represents the input for a request action.

func (DescribeGameSessionQueuesInput) GoString Uses

func (s DescribeGameSessionQueuesInput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionQueuesInput) SetLimit Uses

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

SetLimit sets the Limit field's value.

func (*DescribeGameSessionQueuesInput) SetNames Uses

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

SetNames sets the Names field's value.

func (*DescribeGameSessionQueuesInput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (DescribeGameSessionQueuesInput) String Uses

func (s DescribeGameSessionQueuesInput) String() string

String returns the string representation

func (*DescribeGameSessionQueuesInput) Validate Uses

func (s *DescribeGameSessionQueuesInput) Validate() error

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

type DescribeGameSessionQueuesOutput Uses

type DescribeGameSessionQueuesOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeGameSessionQueuesOutput) GoString Uses

func (s DescribeGameSessionQueuesOutput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionQueuesOutput) SetGameSessionQueues Uses

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

SetGameSessionQueues sets the GameSessionQueues field's value.

func (*DescribeGameSessionQueuesOutput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (DescribeGameSessionQueuesOutput) String Uses

func (s DescribeGameSessionQueuesOutput) String() string

String returns the string representation

type DescribeGameSessionsInput Uses

type DescribeGameSessionsInput struct {

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

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

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

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

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

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

Represents the input for a request action.

func (DescribeGameSessionsInput) GoString Uses

func (s DescribeGameSessionsInput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionsInput) SetAliasId Uses

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

SetAliasId sets the AliasId field's value.

func (*DescribeGameSessionsInput) SetFleetId Uses

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

SetFleetId sets the FleetId field's value.

func (*DescribeGameSessionsInput) SetGameSessionId Uses

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

SetGameSessionId sets the GameSessionId field's value.

func (*DescribeGameSessionsInput) SetLimit Uses

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

SetLimit sets the Limit field's value.

func (*DescribeGameSessionsInput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (*DescribeGameSessionsInput) SetStatusFilter Uses

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

SetStatusFilter sets the StatusFilter field's value.

func (DescribeGameSessionsInput) String Uses

func (s DescribeGameSessionsInput) String() string

String returns the string representation

func (*DescribeGameSessionsInput) Validate Uses

func (s *DescribeGameSessionsInput) Validate() error

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

type DescribeGameSessionsOutput Uses

type DescribeGameSessionsOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeGameSessionsOutput) GoString Uses

func (s DescribeGameSessionsOutput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionsOutput) SetGameSessions Uses

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

SetGameSessions sets the GameSessions field's value.

func (*DescribeGameSessionsOutput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (DescribeGameSessionsOutput) String Uses

func (s DescribeGameSessionsOutput) String() string

String returns the string representation

type DescribeInstancesInput Uses

type DescribeInstancesInput struct {

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

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

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

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

Represents the input for a request action.

func (DescribeInstancesInput) GoString Uses

func (s DescribeInstancesInput) GoString() string

GoString returns the string representation

func (*DescribeInstancesInput) SetFleetId Uses

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

SetFleetId sets the FleetId field's value.

func (*DescribeInstancesInput) SetInstanceId Uses

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

SetInstanceId sets the InstanceId field's value.

func (*DescribeInstancesInput) SetLimit Uses

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

SetLimit sets the Limit field's value.

func (*DescribeInstancesInput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (DescribeInstancesInput) String Uses

func (s DescribeInstancesInput) String() string

String returns the string representation

func (*DescribeInstancesInput) Validate Uses

func (s *DescribeInstancesInput) Validate() error

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

type DescribeInstancesOutput Uses

type DescribeInstancesOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeInstancesOutput) GoString Uses

func (s DescribeInstancesOutput) GoString() string

GoString returns the string representation

func (*DescribeInstancesOutput) SetInstances Uses

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

SetInstances sets the Instances field's value.

func (*DescribeInstancesOutput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (DescribeInstancesOutput) String Uses

func (s DescribeInstancesOutput) String() string

String returns the string representation

type DescribeMatchmakingConfigurationsInput Uses

type DescribeMatchmakingConfigurationsInput struct {

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

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

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

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

Represents the input for a request action.

func (DescribeMatchmakingConfigurationsInput) GoString Uses

func (s DescribeMatchmakingConfigurationsInput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingConfigurationsInput) SetLimit Uses

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

SetLimit sets the Limit field's value.

func (*DescribeMatchmakingConfigurationsInput) SetNames Uses

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

SetNames sets the Names field's value.

func (*DescribeMatchmakingConfigurationsInput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (*DescribeMatchmakingConfigurationsInput) SetRuleSetName Uses

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

SetRuleSetName sets the RuleSetName field's value.

func (DescribeMatchmakingConfigurationsInput) String Uses

func (s DescribeMatchmakingConfigurationsInput) String() string

String returns the string representation

func (*DescribeMatchmakingConfigurationsInput) Validate Uses

func (s *DescribeMatchmakingConfigurationsInput) Validate() error

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

type DescribeMatchmakingConfigurationsOutput Uses

type DescribeMatchmakingConfigurationsOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeMatchmakingConfigurationsOutput) GoString Uses

func (s DescribeMatchmakingConfigurationsOutput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingConfigurationsOutput) SetConfigurations Uses

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

SetConfigurations sets the Configurations field's value.

func (*DescribeMatchmakingConfigurationsOutput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (DescribeMatchmakingConfigurationsOutput) String Uses

func (s DescribeMatchmakingConfigurationsOutput) String() string

String returns the string representation

type DescribeMatchmakingInput Uses

type DescribeMatchmakingInput struct {

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

Represents the input for a request action.

func (DescribeMatchmakingInput) GoString Uses

func (s DescribeMatchmakingInput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingInput) SetTicketIds Uses

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

SetTicketIds sets the TicketIds field's value.

func (DescribeMatchmakingInput) String Uses

func (s DescribeMatchmakingInput) String() string

String returns the string representation

func (*DescribeMatchmakingInput) Validate Uses

func (s *DescribeMatchmakingInput) Validate() error

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

type DescribeMatchmakingOutput Uses

type DescribeMatchmakingOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeMatchmakingOutput) GoString Uses

func (s DescribeMatchmakingOutput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingOutput) SetTicketList Uses

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

SetTicketList sets the TicketList field's value.

func (DescribeMatchmakingOutput) String Uses

func (s DescribeMatchmakingOutput) String() string

String returns the string representation

type DescribeMatchmakingRuleSetsInput Uses

type DescribeMatchmakingRuleSetsInput struct {

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

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

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

Represents the input for a request action.

func (DescribeMatchmakingRuleSetsInput) GoString Uses

func (s DescribeMatchmakingRuleSetsInput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingRuleSetsInput) SetLimit Uses

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

SetLimit sets the Limit field's value.

func (*DescribeMatchmakingRuleSetsInput) SetNames Uses

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

SetNames sets the Names field's value.

func (*DescribeMatchmakingRuleSetsInput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (DescribeMatchmakingRuleSetsInput) String Uses

func (s DescribeMatchmakingRuleSetsInput) String() string

String returns the string representation

func (*DescribeMatchmakingRuleSetsInput) Validate Uses

func (s *DescribeMatchmakingRuleSetsInput) Validate() error

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

type DescribeMatchmakingRuleSetsOutput Uses

type DescribeMatchmakingRuleSetsOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeMatchmakingRuleSetsOutput) GoString Uses

func (s DescribeMatchmakingRuleSetsOutput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingRuleSetsOutput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (*DescribeMatchmakingRuleSetsOutput) SetRuleSets Uses

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

SetRuleSets sets the RuleSets field's value.

func (DescribeMatchmakingRuleSetsOutput) String Uses

func (s DescribeMatchmakingRuleSetsOutput) String() string

String returns the string representation

type DescribePlayerSessionsInput Uses

type DescribePlayerSessionsInput struct {

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

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

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

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

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

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

Represents the input for a request action.

func (DescribePlayerSessionsInput) GoString Uses

func (s DescribePlayerSessionsInput) GoString() string

GoString returns the string representation

func (*DescribePlayerSessionsInput) SetGameSessionId Uses

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

SetGameSessionId sets the GameSessionId field's value.

func (*DescribePlayerSessionsInput) SetLimit Uses

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

SetLimit sets the Limit field's value.

func (*DescribePlayerSessionsInput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (*DescribePlayerSessionsInput) SetPlayerId Uses

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

SetPlayerId sets the PlayerId field's value.

func (*DescribePlayerSessionsInput) SetPlayerSessionId Uses

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

SetPlayerSessionId sets the PlayerSessionId field's value.

func (*DescribePlayerSessionsInput) SetPlayerSessionStatusFilter Uses

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

SetPlayerSessionStatusFilter sets the PlayerSessionStatusFilter field's value.

func (DescribePlayerSessionsInput) String Uses

func (s DescribePlayerSessionsInput) String() string

String returns the string representation

func (*DescribePlayerSessionsInput) Validate Uses

func (s *DescribePlayerSessionsInput) Validate() error

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

type DescribePlayerSessionsOutput Uses

type DescribePlayerSessionsOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribePlayerSessionsOutput) GoString Uses

func (s DescribePlayerSessionsOutput) GoString() string

GoString returns the string representation

func (*DescribePlayerSessionsOutput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (*DescribePlayerSessionsOutput) SetPlayerSessions Uses

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

SetPlayerSessions sets the PlayerSessions field's value.

func (DescribePlayerSessionsOutput) String Uses

func (s DescribePlayerSessionsOutput) String() string

String returns the string representation

type DescribeRuntimeConfigurationInput Uses

type DescribeRuntimeConfigurationInput struct {

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

Represents the input for a request action.

func (DescribeRuntimeConfigurationInput) GoString Uses

func (s DescribeRuntimeConfigurationInput) GoString() string

GoString returns the string representation

func (*DescribeRuntimeConfigurationInput) SetFleetId Uses

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

SetFleetId sets the FleetId field's value.

func (DescribeRuntimeConfigurationInput) String Uses

func (s DescribeRuntimeConfigurationInput) String() string

String returns the string representation

func (*DescribeRuntimeConfigurationInput) Validate Uses

func (s *DescribeRuntimeConfigurationInput) Validate() error

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

type DescribeRuntimeConfigurationOutput Uses

type DescribeRuntimeConfigurationOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeRuntimeConfigurationOutput) GoString Uses

func (s DescribeRuntimeConfigurationOutput) GoString() string

GoString returns the string representation

func (*DescribeRuntimeConfigurationOutput) SetRuntimeConfiguration Uses

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

SetRuntimeConfiguration sets the RuntimeConfiguration field's value.

func (DescribeRuntimeConfigurationOutput) String Uses

func (s DescribeRuntimeConfigurationOutput) String() string

String returns the string representation

type DescribeScalingPoliciesInput Uses

type DescribeScalingPoliciesInput struct {

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

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

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

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

Represents the input for a request action.

func (DescribeScalingPoliciesInput) GoString Uses

func (s DescribeScalingPoliciesInput) GoString() string

GoString returns the string representation

func (*DescribeScalingPoliciesInput) SetFleetId Uses

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

SetFleetId sets the FleetId field's value.

func (*DescribeScalingPoliciesInput) SetLimit Uses

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

SetLimit sets the Limit field's value.

func (*DescribeScalingPoliciesInput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (*DescribeScalingPoliciesInput) SetStatusFilter Uses

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

SetStatusFilter sets the StatusFilter field's value.

func (DescribeScalingPoliciesInput) String Uses

func (s DescribeScalingPoliciesInput) String() string

String returns the string representation

func (*DescribeScalingPoliciesInput) Validate Uses

func (s *DescribeScalingPoliciesInput) Validate() error

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

type DescribeScalingPoliciesOutput Uses

type DescribeScalingPoliciesOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeScalingPoliciesOutput) GoString Uses

func (s DescribeScalingPoliciesOutput) GoString() string

GoString returns the string representation

func (*DescribeScalingPoliciesOutput) SetNextToken Uses

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

SetNextToken sets the NextToken field's value.

func (*DescribeScalingPoliciesOutput) SetScalingPolicies Uses

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

SetScalingPolicies sets the ScalingPolicies field's value.

func (DescribeScalingPoliciesOutput) String Uses

func (s DescribeScalingPoliciesOutput) String() string

String returns the string representation

type DescribeScriptInput Uses

type DescribeScriptInput struct {

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

func (DescribeScriptInput) GoString Uses

func (s DescribeScriptInput) GoString() string

GoString returns the string representation

func (*DescribeScriptInput) SetScriptId Uses

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

SetScriptId sets the ScriptId field's value.

func (DescribeScriptInput) String Uses

func (s DescribeScriptInput) String() string

String returns the string representation

func (*DescribeScriptInput) Validate Uses

func (s *DescribeScriptInput) Validate() error

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

type DescribeScriptOutput Uses

type DescribeScriptOutput struct {

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

func (DescribeScriptOutput) GoString Uses

func (s DescribeScriptOutput) GoString() string

GoString returns the string representation

func (*DescribeScriptOutput) SetScript Uses

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

SetScript sets the Script field's value.

func (DescribeScriptOutput) String Uses

func (s DescribeScriptOutput) String() string

String returns the string representation

type DescribeVpcPeeringAuthorizationsInput Uses

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

func (DescribeVpcPeeringAuthorizationsInput) GoString Uses

func (s DescribeVpcPeeringAuthorizationsInput) GoString() string

GoString returns the string representation

func (DescribeVpcPeeringAuthorizationsInput) String Uses

func (s DescribeVpcPeeringAuthorizationsInput) String() string

String returns the string representation

type DescribeVpcPeeringAuthorizationsOutput Uses

type DescribeVpcPeeringAuthorizationsOutput struct {

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

func (DescribeVpcPeeringAuthorizationsOutput) GoString Uses

func (s DescribeVpcPeeringAuthorizationsOutput) GoString() string

GoString returns the string representation

func (*DescribeVpcPeeringAuthorizationsOutput) SetVpcPeeringAuthorizations Uses

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

SetVpcPeeringAuthorizations sets the VpcPeeringAuthorizations field's value.

func (DescribeVpcPeeringAuthorizationsOutput) String Uses

func (s DescribeVpcPeeringAuthorizationsOutput) String() string

String returns the string representation

type DescribeVpcPeeringConnectionsInput Uses

type DescribeVpcPeeringConnectionsInput struct {

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

Represents the input for a request action.

func (DescribeVpcPeeringConnectionsInput) GoString Uses

func (s DescribeVpcPeeringConnectionsInput) GoString() string

GoString returns the string representation

func (*DescribeVpcPeeringConnectionsInput) SetFleetId Uses

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

SetFleetId sets the FleetId field's value.

func (DescribeVpcPeeringConnectionsInput) String Uses

func (s DescribeVpcPeeringConnectionsInput) String() string

String returns the string representation

type DescribeVpcPeeringConnectionsOutput Uses

type DescribeVpcPeeringConnectionsOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeVpcPeeringConnectionsOutput) GoString Uses

func (s DescribeVpcPeeringConnectionsOutput) GoString() string

GoString returns the string representation

func (*DescribeVpcPeeringConnectionsOutput) SetVpcPeeringConnections Uses

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

SetVpcPeeringConnections sets the VpcPeeringConnections field's value.

func (DescribeVpcPeeringConnectionsOutput) String Uses

func (s DescribeVpcPeeringConnectionsOutput) String() string

String returns the string representation

type DesiredPlayerSession Uses

type DesiredPlayerSession struct {

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

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

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

func (DesiredPlayerSession) GoString Uses

func (s DesiredPlayerSession) GoString() string

GoString returns the string representation

func (*DesiredPlayerSession) SetPlayerData Uses

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

SetPlayerData sets the PlayerData field's value.

func (*DesiredPlayerSession) SetPlayerId Uses

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

SetPlayerId sets the PlayerId field's value.

func (DesiredPlayerSession) String Uses

func (s DesiredPlayerSession) String() string

String returns the string representation

func (*DesiredPlayerSession) Validate Uses

func (s *DesiredPlayerSession) Validate() error

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

type EC2InstanceCounts Uses

type EC2InstanceCounts struct {

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

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

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

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

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

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

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

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

* CreateFleet

* ListFleets

* DeleteFleet

* Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings
DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits
DescribeFleetEvents

* Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings
UpdateRuntimeConfiguration

* Manage fleet actions: StartFleetActions StopFleetActions

func (EC2InstanceCounts) GoString Uses

func (s EC2InstanceCounts) GoString() string

GoString returns the string representation

func (*EC2InstanceCounts) SetACTIVE Uses

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

SetACTIVE sets the ACTIVE field's value.

func (*EC2InstanceCounts) SetDESIRED Uses

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

SetDESIRED sets the DESIRED field's value.

func (*EC2InstanceCounts) SetIDLE Uses

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

SetIDLE sets the IDLE field's value.

func (*EC2InstanceCounts) SetMAXIMUM Uses

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

SetMAXIMUM sets the MAXIMUM field's value.

func (*EC2InstanceCounts) SetMINIMUM Uses

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

SetMINIMUM sets the MINIMUM field's value.

func (*EC2InstanceCounts) SetPENDING Uses

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

SetPENDING sets the PENDING field's value.

func (*EC2InstanceCounts) SetTERMINATING Uses

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

SetTERMINATING sets the TERMINATING field's value.

func (EC2InstanceCounts) String Uses

func (s EC2InstanceCounts) String() string

String returns the string representation

type EC2InstanceLimit Uses

type EC2InstanceLimit struct {

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

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

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

Maximum number of instances allowed based on the Amazon Elastic Compute Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits.

func (EC2InstanceLimit) GoString Uses

func (s EC2InstanceLimit) GoString() string

GoString returns the string representation

func (*EC2InstanceLimit) SetCurrentInstances Uses

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

SetCurrentInstances sets the CurrentInstances field's value.

func (*EC2InstanceLimit) SetEC2InstanceType Uses

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

SetEC2InstanceType sets the EC2InstanceType field's value.

func (*EC2InstanceLimit) SetInstanceLimit Uses

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

SetInstanceLimit sets the InstanceLimit field's value.

func (EC2InstanceLimit) String Uses

func (s EC2InstanceLimit) String() string

String returns the string representation

type Event Uses

type Event struct {

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

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

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

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

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

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

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

func (Event) GoString Uses

func (s Event) GoString() string

GoString returns the string representation

func (*Event) SetEventCode Uses

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

SetEventCode sets the EventCode field's value.

func (*Event) SetEventId Uses

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

SetEventId sets the EventId field's value.

func (*Event) SetEventTime Uses

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

SetEventTime sets the EventTime field's value.

func (*Event) SetMessage Uses

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

SetMessage sets the Message field's value.

func (*Event) SetPreSignedLogUrl Uses

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

SetPreSignedLogUrl sets the PreSignedLogUrl field's value.

func (*Event) SetResourceId Uses

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

SetResourceId sets the ResourceId field's value.

func (Event) String Uses

func (s Event) String() string

String returns the string representation

type FleetAttributes Uses

type FleetAttributes struct {

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

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

    // 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"`

    // Indicates whether the fleet uses on-demand or spot instances. A spot instance
    // in use may be interrupted with a two-minute notification.
    FleetType *string `type:"string" enum:"FleetType"`

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

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

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

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

    // 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"`

    // Unique identifier for a Realtime script.
    ScriptId *string `type:"string"`

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

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

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

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

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

General properties describing a fleet.

* CreateFleet

* ListFleets

* DeleteFleet

* Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings
DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits
DescribeFleetEvents

* Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings
UpdateRuntimeConfiguration

* Manage fleet actions: StartFleetActions StopFleetActions

func (FleetAttributes) GoString Uses

func (s FleetAttributes) GoString() string

GoString returns the string representation

func (*FleetAttributes) SetBuildId Uses

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

SetBuildId sets the BuildId field's value.

func (*FleetAttributes) SetCreationTime Uses

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

SetCreationTime sets the CreationTime field's value.

func (*FleetAttributes) SetDescription Uses

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

SetDescription sets the Description field's value.

func (*FleetAttributes) SetFleetArn Uses

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

SetFleetArn sets the FleetArn field's value.

func (*FleetAttributes) SetFleetId Uses

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

SetFleetId sets the FleetId field's value.

func (*FleetAttributes) SetFleetType Uses

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

SetFleetType sets the FleetType field's value.

func (*FleetAttributes) SetInstanceRoleArn Uses

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

SetInstanceRoleArn sets the InstanceRoleArn field's value.

func (*FleetAttributes) SetInstanceType Uses

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

SetInstanceType sets the InstanceType field's value.

func (*FleetAttributes) SetLogPaths Uses

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

SetLogPaths sets the LogPaths field's value.

func (*FleetAttributes) SetMetricGroups Uses

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

SetMetricGroups sets the MetricGroups field's value.

func (*FleetAttributes) SetName Uses

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

SetName sets the Name field's value.

func (*FleetAttributes) SetNewGameSessionProtectionPolicy Uses

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

SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.

func (*FleetAttributes) SetOperatingSystem Uses

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

SetOperatingSystem sets the OperatingSystem field's value.

func (*FleetAttributes) SetResourceCreationLimitPolicy Uses

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

SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.

func (*FleetAttributes) SetScriptId Uses

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

SetScriptId sets the ScriptId field's value.

func (*FleetAttributes) SetServerLaunchParameters Uses

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

SetServerLaunchParameters sets the ServerLaunchParameters field's value.

func (*FleetAttributes) SetServerLaunchPath Uses

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

SetServerLaunchPath sets the ServerLaunchPath field's value.

func (*FleetAttributes) SetStatus Uses

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

SetStatus sets the Status field's value.

func (*FleetAttributes) SetStoppedActions Uses

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

SetStoppedActions sets the StoppedActions field's value.

func (*FleetAttributes) SetTerminationTime Uses

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

SetTerminationTime sets the TerminationTime field's value.

func (FleetAttributes) String Uses

func (s FleetAttributes) String() string

String returns the string representation

type FleetCapacity Uses

type FleetCapacity struct {

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

    // Current status of fleet capacity.
    InstanceCounts *EC2InstanceCounts `type:"structure"`

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

Information about the fleet's capacity. Fleet capacity is measured in EC2 instances. By default, new fleets have a capacity of one instance, but can be updated as needed. The maximum number of instances for a fleet is determined by the fleet's instance type.

* CreateFleet

* ListFleets

* DeleteFleet

* Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings
DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits
DescribeFleetEvents

* Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings
UpdateRuntimeConfiguration

* Manage fleet actions: StartFleetActions StopFleetActions

func (FleetCapacity) GoString Uses

func (s FleetCapacity) GoString() string

GoString returns the string representation

func (*FleetCapacity) SetFleetId Uses

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

SetFleetId sets the FleetId field's value.

func (*FleetCapacity) SetInstanceCounts Uses

func (s *FleetCapacity) SetInstanceCounts(v *EC2InstanceCounts) *FleetCapacity

SetInstanceCounts sets the InstanceCounts field's value.

func (*FleetCapacity) SetInstanceType Uses

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

SetInstanceType sets the InstanceType field's value.

func (FleetCapacity) String Uses

func (s FleetCapacity) String() string

String returns the string representation

type FleetUtilization Uses

type FleetUtilization struct {

    // Number of active game sessions currently being hosted on all instances in
    // the fleet.
    ActiveGameSessionCount *int64 `type:"integer"`

    // Number of server processes in an ACTIVE status currently running across all
    // instances in the fleet
    ActiveServerProcessCount *int64 `type:"integer"`

    // Number of active player sessions currently being hosted on all instances
    // in the fleet.
    CurrentPlayerSessionCount *int64 `type:"integer"`

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

    // Maximum players allowed across all game sessions currently being hosted on
    // all instances in the fleet.
    MaximumPlayerSessionCount *int64 `type:"integer"`
    // contains filtered or unexported fields
}

Current status of fleet utilization, including the number of game and player sessions being hosted.

* CreateFleet

* ListFleets

* DeleteFleet

* Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings
DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits
DescribeFleetEvents

* Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings
UpdateRuntimeConfiguration

* Manage fleet actions: StartFleetActions StopFleetActions

func (FleetUtilization) GoString Uses

func (s FleetUtilization) GoString() string

GoString returns the string representation

func (*FleetUtilization) SetActiveGameSessionCount Uses

func (s *FleetUtilization) SetActiveGameSessionCount(v int64) *FleetUtilization

SetActiveGameSessionCount sets the ActiveGameSessionCount field's value.

func (*FleetUtilization) SetActiveServerProcessCount Uses

func (s *FleetUtilization) SetActiveServerProcessCount(v int64) *FleetUtilization

SetActiveServerProcessCount sets the ActiveServerProcessCount field's value.

func (*FleetUtilization) SetCurrentPlayerSessionCount Uses

func (s *FleetUtilization) SetCurrentPlayerSessionCount(v int64) *FleetUtilization

SetCurrentPlayerSessionCount sets the CurrentPlayerSessionCount field's value.

func (*FleetUtilization) SetFleetId Uses

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

SetFleetId sets the FleetId field's value.

func (*FleetUtilization) SetMaximumPlayerSessionCount Uses

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

SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.

func (FleetUtilization) String Uses

func (s FleetUtilization) String() string

String returns the string representation

type GameLift Uses

type GameLift struct {
    *client.Client
}

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

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

func New Uses

func New(p client.ConfigProvider, cfgs ...*aws.Config) *GameLift

New creates a new instance of the GameLift client with a session. If additional configuration is needed for the client instance use the optional aws.Config parameter to add your extra config.

Example:

// Create a GameLift client from just a session.
svc := gamelift.New(mySession)

// Create a GameLift client with additional configuration
svc := gamelift.New(mySession, aws.NewConfig().WithRegion("us-west-2"))

func (*GameLift) AcceptMatch Uses

func (c *GameLift) AcceptMatch(input *AcceptMatchInput) (*AcceptMatchOutput, error)

AcceptMatch API operation for Amazon GameLift.

Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.

When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error.

To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match.

If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to respond, the ticket status is set to CANCELLED, and processing is terminated. A new matchmaking request for these players can be submitted as needed.

Learn more

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

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

Related operations

* StartMatchmaking

* DescribeMatchmaking

* StopMatchmaking

* AcceptMatch

* StartMatchBackfill

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

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

Returned Error Codes:

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

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

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

* ErrCodeUnsupportedRegionException "UnsupportedRegionException"
The requested operation is not supported in the region specified.

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

func (*GameLift) AcceptMatchRequest Uses

func (c *GameLift) AcceptMatchRequest(input *AcceptMatchInput) (req *request.Request, output *AcceptMatchOutput)

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

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

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

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

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

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

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

func (*GameLift) AcceptMatchWithContext Uses

func (c *GameLift) AcceptMatchWithContext(ctx aws.Context, input *AcceptMatchInput, opts ...request.Option) (*AcceptMatchOutput, error)

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

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

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

func (*GameLift) CreateAlias Uses

func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error)

CreateAlias API operation for Amazon GameLift.

Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. By using a fleet alias instead of a specific fleet ID, you can switch gameplay and players to a new fleet without changing your game client or other game components. For example, for games in production, using an alias allows you to seamlessly redirect your player base to a new game server update.

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

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

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

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

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

Returned Error Codes:

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

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

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

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

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

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

func (*GameLift) CreateAliasRequest Uses

func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput)

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

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

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

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

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

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

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

func (*GameLift) CreateAliasWithContext Uses

func (c *GameLift) CreateAliasWithContext(ctx aws.Context, input *CreateAliasInput, opts ...request.Option) (*CreateAliasOutput, error)

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

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

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

func (*GameLift) CreateBuild Uses

func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error)

CreateBuild API operation for Amazon GameLift.

Creates a new Amazon GameLift build record for your game server binary files and points to the location of your game server build files in an Amazon Simple Storage Service (Amazon S3) location.

Game server binaries must be combined into a .zip file for use with Amazon GameLift.

To create new builds quickly and easily, use the AWS CLI command upload-build (https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html) . This helper command uploads your build and creates a new build record in one step, and automatically handles the necessary permissions.

The CreateBuild operation should be used only when you need to manually upload your build files, as in the following scenarios:

* Store a build file in an Amazon S3 bucket under your own AWS account.
To use this option, you must first give Amazon GameLift access to that
Amazon S3 bucket. To create a new build record using files in your Amazon
S3 bucket, call CreateBuild and specify a build name, operating system,
and the storage location of your game build.

* Upload a build file directly to Amazon GameLift's Amazon S3 account.
To use this option, you first call CreateBuild with a build name and operating
system. This action creates a new build record and returns an Amazon S3
storage location (bucket and key only) and temporary access credentials.
Use the credentials to manually upload your build file to the storage
location (see the Amazon S3 topic Uploading Objects (https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html)).
You can upload files to a location only once.

If successful, this operation creates a new build record with a unique build ID and places it in INITIALIZED status. You can use DescribeBuild to check the status of your build. A build must be in READY status before it can be used to create fleets.

Learn more

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

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

Related operations

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

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

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

Returned Error Codes:

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

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

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

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

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

func (*GameLift) CreateBuildRequest Uses

func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput)

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

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

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

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

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

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

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

func (*GameLift) CreateBuildWithContext Uses

func (c *GameLift) CreateBuildWithContext(ctx aws.Context, input *CreateBuildInput, opts ...request.Option) (*CreateBuildOutput, error)

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

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

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

func (*GameLift) CreateFleet Uses

func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error)

CreateFleet API operation for Amazon GameLift.

Creates a new fleet to run your game servers. whether they are custom game builds or Realtime Servers with game-specific script. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can host multiple game sessions. When creating a fleet, you choose the hardware specifications, set some configuration options, and specify the game server to deploy on the new fleet.

To create a new fleet, you must provide the following: (1) a fleet name, (2) an EC2 instance type and fleet type (spot or on-demand), (3) the build ID for your game build or script ID if using Realtime Servers, and (4) a run-time configuration, which determines how game servers will run on each instance in the fleet.

When creating a Realtime Servers fleet, we recommend using a minimal version of the Realtime script (see this working code example (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-script.html#realtime-script-examples)). This will make it much easier to troubleshoot any fleet creation issues. Once the fleet is active, you can update your Realtime script as needed.

If the CreateFleet call is successful, Amazon GameLift performs the following tasks. You can track the process of a fleet by checking the fleet status or by monitoring fleet creation events:

* Creates a fleet record. Status: NEW.

* Begins writing events to the fleet event log, which can be accessed
in the Amazon GameLift console. Sets the fleet's target capacity to 1
(desired instances), which triggers Amazon GameLift to start one new EC2
instance.

* Downloads the game build or Realtime script to the new instance and
installs it. Statuses: DOWNLOADING, VALIDATING, BUILDING.

* Starts launching server processes on the instance. If the fleet is configured
to run multiple server processes per instance, Amazon GameLift staggers
each launch by a few seconds. Status: ACTIVATING.

* Sets the fleet's status to ACTIVE as soon as one server process is ready
to host a game session.

Learn more

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

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

Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings
DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits
DescribeFleetEvents

* Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings
UpdateRuntimeConfiguration

* Manage fleet actions: StartFleetActions StopFleetActions

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

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

Returned Error Codes:

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

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

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

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

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

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

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

func (*GameLift) CreateFleetRequest Uses

func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput)

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

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

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

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

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

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

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

func (*GameLift) CreateFleetWithContext Uses

func (c *GameLift) CreateFleetWithContext(ctx aws.Context, input *CreateFleetInput, opts ...request.Option) (*CreateFleetOutput, error)

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

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

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

func (*GameLift) CreateGameSession Uses

func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error)

CreateGameSession API operation for Amazon GameLift.

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

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

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

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

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

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

Available in Amazon GameLift Local.

* CreateGameSession

* DescribeGameSessions

* DescribeGameSessionDetails

* SearchGameSessions

* UpdateGameSession

* GetGameSessionLogUrl

* Game session placements StartGameSessionPlacement DescribeGameSessionPlacement
StopGameSessionPlacement

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

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

Returned Error Codes:

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

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

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

* ErrCodeInvalidFleetStatusException "InvalidFleetStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the fleet. Resolve the conflict
before retrying.

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

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

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

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

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

* ErrCodeIdempotentParameterMismatchException "IdempotentParameterMismatchException"
A game session with this custom ID string already exists in this fleet. Resolve
this conflict before retrying this request.

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

func (*GameLift) CreateGameSessionQueue Uses

func (c *GameLift) CreateGameSessionQueue(input *CreateGameSessionQueueInput) (*CreateGameSessionQueueOutput, error)

CreateGameSessionQueue API operation for Amazon GameLift.

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

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

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

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

* CreateGameSessionQueue

* DescribeGameSessionQueues

* UpdateGameSessionQueue

* DeleteGameSessionQueue

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

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

Returned Error Codes:

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

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

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

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

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

func (*GameLift) CreateGameSessionQueueRequest Uses

func (c *GameLift) CreateGameSessionQueueRequest(input *CreateGameSessionQueueInput) (req *request.Request, output *CreateGameSessionQueueOutput)

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

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

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

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

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

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

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

func (*GameLift) CreateGameSessionQueueWithContext Uses

func (c *GameLift) CreateGameSessionQueueWithContext(ctx aws.Context, input *CreateGameSessionQueueInput, opts ...request.Option) (*CreateGameSessionQueueOutput, error)

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

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

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateGameSessionRequest Uses

func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput)

CreateGameSessionRequest generates a "aws/request.Request" representing the client's request for the CreateGameSession operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateGameSession for more information on using the CreateGameSession API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateGameSessionRequest method.
req, resp := client.CreateGameSessionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession

func (*GameLift) CreateGameSessionWithContext Uses

func (c *GameLift) CreateGameSessionWithContext(ctx aws.Context, input *CreateGameSessionInput, opts ...request.Option) (*CreateGameSessionOutput, error)

CreateGameSessionWithContext is the same as CreateGameSession with the addition of the ability to pass a context and additional request options.

See CreateGameSession for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateMatchmakingConfiguration Uses

func (c *GameLift) CreateMatchmakingConfiguration(input *CreateMatchmakingConfigurationInput) (*CreateMatchmakingConfigurationOutput, error)

CreateMatchmakingConfiguration API operation for Amazon GameLift.

Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines for matching players and getting the matches into games. You can set up multiple matchmaking configurations to handle the scenarios needed for your game. Each matchmaking ticket (StartMatchmaking or StartMatchBackfill) specifies a configuration for the match and provides player attributes to support the configuration being used.

To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a new game session for the match; and the maximum time allowed for a matchmaking attempt.

There are two ways to track the progress of matchmaking tickets: (1) polling ticket status with DescribeMatchmaking; or (2) receiving notifications with Amazon Simple Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the notifications, and provide the topic ARN in the matchmaking configuration. Since notifications promise only "best effort" delivery, we recommend calling DescribeMatchmaking if no notifications are received within 30 seconds.

Learn more

Design a FlexMatch Matchmaker (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html)

Setting up Notifications for Matchmaking (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html)

Related operations

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

* DeleteMatchmakingRuleSet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateMatchmakingConfiguration for usage and error information.

Returned Error Codes:

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeLimitExceededException "LimitExceededException"
The requested operation would cause the resource to exceed the allowed service
limit. Resolve the issue before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnsupportedRegionException "UnsupportedRegionException"
The requested operation is not supported in the region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration

func (*GameLift) CreateMatchmakingConfigurationRequest Uses

func (c *GameLift) CreateMatchmakingConfigurationRequest(input *CreateMatchmakingConfigurationInput) (req *request.Request, output *CreateMatchmakingConfigurationOutput)

CreateMatchmakingConfigurationRequest generates a "aws/request.Request" representing the client's request for the CreateMatchmakingConfiguration operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateMatchmakingConfiguration for more information on using the CreateMatchmakingConfiguration API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateMatchmakingConfigurationRequest method.
req, resp := client.CreateMatchmakingConfigurationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration

func (*GameLift) CreateMatchmakingConfigurationWithContext Uses

func (c *GameLift) CreateMatchmakingConfigurationWithContext(ctx aws.Context, input *CreateMatchmakingConfigurationInput, opts ...request.Option) (*CreateMatchmakingConfigurationOutput, error)

CreateMatchmakingConfigurationWithContext is the same as CreateMatchmakingConfiguration with the addition of the ability to pass a context and additional request options.

See CreateMatchmakingConfiguration for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateMatchmakingRuleSet Uses

func (c *GameLift) CreateMatchmakingRuleSet(input *CreateMatchmakingRuleSetInput) (*CreateMatchmakingRuleSetOutput, error)

CreateMatchmakingRuleSet API operation for Amazon GameLift.

Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams, and sets the parameters for acceptable player matches, such as minimum skill level or character type. A rule set is used by a MatchmakingConfiguration.

To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same region as the matchmaking configuration they are used with.

Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set.

Learn more

* Build a Rule Set (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html)

* Design a Matchmaker (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html)

* Matchmaking with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html)

Related operations

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

* DeleteMatchmakingRuleSet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateMatchmakingRuleSet for usage and error information.

Returned Error Codes:

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnsupportedRegionException "UnsupportedRegionException"
The requested operation is not supported in the region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet

func (*GameLift) CreateMatchmakingRuleSetRequest Uses

func (c *GameLift) CreateMatchmakingRuleSetRequest(input *CreateMatchmakingRuleSetInput) (req *request.Request, output *CreateMatchmakingRuleSetOutput)

CreateMatchmakingRuleSetRequest generates a "aws/request.Request" representing the client's request for the CreateMatchmakingRuleSet operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateMatchmakingRuleSet for more information on using the CreateMatchmakingRuleSet API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateMatchmakingRuleSetRequest method.
req, resp := client.CreateMatchmakingRuleSetRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet

func (*GameLift) CreateMatchmakingRuleSetWithContext Uses

func (c *GameLift) CreateMatchmakingRuleSetWithContext(ctx aws.Context, input *CreateMatchmakingRuleSetInput, opts ...request.Option) (*CreateMatchmakingRuleSetOutput, error)

CreateMatchmakingRuleSetWithContext is the same as CreateMatchmakingRuleSet with the addition of the ability to pass a context and additional request options.

See CreateMatchmakingRuleSet for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreatePlayerSession Uses

func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error)

CreatePlayerSession API operation for Amazon GameLift.

Reserves an open player slot in an active game session. Before a player can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a group of players to a game session, use CreatePlayerSessions. When the player connects to the game server and references a player session ID, the game server contacts the Amazon GameLift service to validate the player reservation and accept the player.

To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, a slot is reserved in the game session for the player and a new PlayerSession object is returned. Player sessions cannot be updated.

Available in Amazon GameLift Local.

* CreatePlayerSession

* CreatePlayerSessions

* DescribePlayerSessions

* Game session placements StartGameSessionPlacement DescribeGameSessionPlacement
StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreatePlayerSession for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the game instance. Resolve
the conflict before retrying.

* ErrCodeGameSessionFullException "GameSessionFullException"
The game instance is currently full and cannot allow the requested player(s)
to join. Clients can retry such requests immediately or after a waiting period.

* ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException"
The service is unable to resolve the routing for a particular alias because
it has a terminal RoutingStrategy associated with it. The message returned
in this exception is the message defined in the routing strategy itself.
Such requests should only be retried if the routing strategy for the specified
alias is modified.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession

func (*GameLift) CreatePlayerSessionRequest Uses

func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput)

CreatePlayerSessionRequest generates a "aws/request.Request" representing the client's request for the CreatePlayerSession operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreatePlayerSession for more information on using the CreatePlayerSession API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreatePlayerSessionRequest method.
req, resp := client.CreatePlayerSessionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession

func (*GameLift) CreatePlayerSessionWithContext Uses

func (c *GameLift) CreatePlayerSessionWithContext(ctx aws.Context, input *CreatePlayerSessionInput, opts ...request.Option) (*CreatePlayerSessionOutput, error)

CreatePlayerSessionWithContext is the same as CreatePlayerSession with the addition of the ability to pass a context and additional request options.

See CreatePlayerSession for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreatePlayerSessions Uses

func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error)

CreatePlayerSessions API operation for Amazon GameLift.

Reserves open slots in a game session for a group of players. Before players can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a single player to a game session, use CreatePlayerSession. When a player connects to the game server and references a player session ID, the game server contacts the Amazon GameLift service to validate the player reservation and accept the player.

To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, a slot is reserved in the game session for each player and a set of new PlayerSession objects is returned. Player sessions cannot be updated.

Available in Amazon GameLift Local.

* CreatePlayerSession

* CreatePlayerSessions

* DescribePlayerSessions

* Game session placements StartGameSessionPlacement DescribeGameSessionPlacement
StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreatePlayerSessions for usage and error information.

Returned Error Codes:

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the game instance. Resolve
the conflict before retrying.

* ErrCodeGameSessionFullException "GameSessionFullException"
The game instance is currently full and cannot allow the requested player(s)
to join. Clients can retry such requests immediately or after a waiting period.

* ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException"
The service is unable to resolve the routing for a particular alias because
it has a terminal RoutingStrategy associated with it. The message returned
in this exception is the message defined in the routing strategy itself.
Such requests should only be retried if the routing strategy for the specified
alias is modified.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions

func (*GameLift) CreatePlayerSessionsRequest Uses

func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput)

CreatePlayerSessionsRequest generates a "aws/request.Request" representing the client's request for the CreatePlayerSessions operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreatePlayerSessions for more information on using the CreatePlayerSessions API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreatePlayerSessionsRequest method.
req, resp := client.CreatePlayerSessionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions

func (*GameLift) CreatePlayerSessionsWithContext Uses

func (c *GameLift) CreatePlayerSessionsWithContext(ctx aws.Context, input *CreatePlayerSessionsInput, opts ...request.Option) (*CreatePlayerSessionsOutput, error)

CreatePlayerSessionsWithContext is the same as CreatePlayerSessions with the addition of the ability to pass a context and additional request options.

See CreatePlayerSessions for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateScript Uses

func (c *GameLift) CreateScript(input *CreateScriptInput) (*CreateScriptOutput, error)

CreateScript API operation for Amazon GameLift.

Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session.

To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations:

* A locally available directory. Use the ZipFile parameter for this option.

* An Amazon Simple Storage Service (Amazon S3) bucket under your AWS account.
Use the StorageLocation parameter for this option. You'll need to have
an Identity Access Management (IAM) role that allows the Amazon GameLift
service to access your S3 bucket.

If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment.

Learn more

Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)

Set Up a Role for Amazon GameLift Access (https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html)

Related operations

* CreateScript

* ListScripts

* DescribeScript

* UpdateScript

* DeleteScript

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateScript for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeConflictException "ConflictException"
The requested operation would cause a conflict with the current state of
a service resource associated with the request. Resolve the conflict before
retrying this request.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript

func (*GameLift) CreateScriptRequest Uses

func (c *GameLift) CreateScriptRequest(input *CreateScriptInput) (req *request.Request, output *CreateScriptOutput)

CreateScriptRequest generates a "aws/request.Request" representing the client's request for the CreateScript operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateScript for more information on using the CreateScript API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateScriptRequest method.
req, resp := client.CreateScriptRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript

func (*GameLift) CreateScriptWithContext Uses

func (c *GameLift) CreateScriptWithContext(ctx aws.Context, input *CreateScriptInput, opts ...request.Option) (*CreateScriptOutput, error)

CreateScriptWithContext is the same as CreateScript with the addition of the ability to pass a context and additional request options.

See CreateScript for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateVpcPeeringAuthorization Uses

func (c *GameLift) CreateVpcPeeringAuthorization(input *CreateVpcPeeringAuthorizationInput) (*CreateVpcPeeringAuthorizationOutput, error)

CreateVpcPeeringAuthorization API operation for Amazon GameLift.

Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your AWS account. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).

You can peer with VPCs that are owned by any AWS account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions.

To request authorization to create a connection, call this operation from the AWS account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the AWS account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC.

To request authorization to delete a connection, call this operation from the AWS account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the AWS account that you use to manage Amazon GameLift.

The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid.

* CreateVpcPeeringAuthorization

* DescribeVpcPeeringAuthorizations

* DeleteVpcPeeringAuthorization

* CreateVpcPeeringConnection

* DescribeVpcPeeringConnections

* DeleteVpcPeeringConnection

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateVpcPeeringAuthorization for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization

func (*GameLift) CreateVpcPeeringAuthorizationRequest Uses

func (c *GameLift) CreateVpcPeeringAuthorizationRequest(input *CreateVpcPeeringAuthorizationInput) (req *request.Request, output *CreateVpcPeeringAuthorizationOutput)

CreateVpcPeeringAuthorizationRequest generates a "aws/request.Request" representing the client's request for the CreateVpcPeeringAuthorization operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateVpcPeeringAuthorization for more information on using the CreateVpcPeeringAuthorization API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateVpcPeeringAuthorizationRequest method.
req, resp := client.CreateVpcPeeringAuthorizationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization

func (*GameLift) CreateVpcPeeringAuthorizationWithContext Uses

func (c *GameLift) CreateVpcPeeringAuthorizationWithContext(ctx aws.Context, input *CreateVpcPeeringAuthorizationInput, opts ...request.Option) (*CreateVpcPeeringAuthorizationOutput, error)

CreateVpcPeeringAuthorizationWithContext is the same as CreateVpcPeeringAuthorization with the addition of the ability to pass a context and additional request options.

See CreateVpcPeeringAuthorization for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateVpcPeeringConnection Uses

func (c *GameLift) CreateVpcPeeringConnection(input *CreateVpcPeeringConnectionInput) (*CreateVpcPeeringConnectionOutput, error)

CreateVpcPeeringConnection API operation for Amazon GameLift.

Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. You can peer with VPCs in any AWS account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions. For more information, see VPC Peering with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).

Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.

To establish the connection, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The AWS account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents.

* CreateVpcPeeringAuthorization

* DescribeVpcPeeringAuthorizations

* DeleteVpcPeeringAuthorization

* CreateVpcPeeringConnection

* DescribeVpcPeeringConnections

* DeleteVpcPeeringConnection

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateVpcPeeringConnection for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection

func (*GameLift) CreateVpcPeeringConnectionRequest Uses

func (c *GameLift) CreateVpcPeeringConnectionRequest(input *CreateVpcPeeringConnectionInput) (req *request.Request, output *CreateVpcPeeringConnectionOutput)

CreateVpcPeeringConnectionRequest generates a "aws/request.Request" representing the client's request for the CreateVpcPeeringConnection operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateVpcPeeringConnection for more information on using the CreateVpcPeeringConnection API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateVpcPeeringConnectionRequest method.
req, resp := client.CreateVpcPeeringConnectionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection

func (*GameLift) CreateVpcPeeringConnectionWithContext Uses

func (c *GameLift) CreateVpcPeeringConnectionWithContext(ctx aws.Context, input *CreateVpcPeeringConnectionInput, opts ...request.Option) (*CreateVpcPeeringConnectionOutput, error)

CreateVpcPeeringConnectionWithContext is the same as CreateVpcPeeringConnection with the addition of the ability to pass a context and additional request options.

See CreateVpcPeeringConnection for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteAlias Uses

func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error)

DeleteAlias API operation for Amazon GameLift.

Deletes an alias. This action removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteAlias for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias

func (*GameLift) DeleteAliasRequest Uses

func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput)

DeleteAliasRequest generates a "aws/request.Request" representing the client's request for the DeleteAlias operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteAlias for more information on using the DeleteAlias API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteAliasRequest method.
req, resp := client.DeleteAliasRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias

func (*GameLift) DeleteAliasWithContext Uses

func (c *GameLift) DeleteAliasWithContext(ctx aws.Context, input *DeleteAliasInput, opts ...request.Option) (*DeleteAliasOutput, error)

DeleteAliasWithContext is the same as DeleteAlias with the addition of the ability to pass a context and additional request options.

See DeleteAlias for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteBuild Uses

func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error)

DeleteBuild API operation for Amazon GameLift.

Deletes a build. This action permanently deletes the build record and any uploaded build files.

To delete a build, specify its ID. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.

Learn more

Working with Builds (https://docs.aws.amazon.com/gamelift/latest/developerguide/build-intro.html)

Related operations

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteBuild for usage and error information.

Returned Error Codes:

* ErrCodeUnauthorizedException "UnauthorizedException"
The client failed authentication. Clients should not retry such requests.

* ErrCodeNotFoundException "NotFoundException"
A service resource associated with the request could not be found. Clients
should not retry such requests.

* ErrCodeInternalServiceException "InternalServiceException"
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

* ErrCodeInvalidRequestException "InvalidRequestException"
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild

func (*GameLift) DeleteBuildRequest Uses

func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.