gamelift

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Published: Sep 30, 2020 License: Apache-2.0 Imports: 26 Imported by: 0

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Index

Constants

View Source
const ServiceAPIVersion = "2015-10-01"
View Source
const ServiceID = "GameLift"

Variables

This section is empty.

Functions

func AddResolveEndpointMiddleware

func AddResolveEndpointMiddleware(stack *middleware.Stack, options ResolveEndpointMiddlewareOptions)

func NewDefaultEndpointResolver

func NewDefaultEndpointResolver() *internalendpoints.Resolver

NewDefaultEndpointResolver constructs a new service endpoint resolver

func RemoveResolveEndpointMiddleware

func RemoveResolveEndpointMiddleware(stack *middleware.Stack) error

Types

type AcceptMatchInput

type AcceptMatchInput struct {
	// A unique identifier for a matchmaking ticket. The ticket must be in status
	// REQUIRES_ACCEPTANCE; otherwise this request will fail.
	TicketId *string
	// A unique identifier for a player delivering the response. This parameter can
	// include one or multiple player IDs.
	PlayerIds []*string
	// Player response to the proposed match.
	AcceptanceType types.AcceptanceType
}

Represents the input for a request action.

type AcceptMatchOutput

type AcceptMatchOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type ClaimGameServerInput

type ClaimGameServerInput struct {
	// An identifier for the game server group. When claiming a specific game server,
	// this is the game server group whether the game server is located. When
	// requesting that GameLift FleetIQ locate an available game server, this is the
	// game server group to search on. You can use either the GameServerGroup () name
	// or ARN value.
	GameServerGroupName *string
	// A set of custom game server properties, formatted as a single string value, to
	// be passed to the claimed game server.
	GameServerData *string
	// A custom string that uniquely identifies the game server to claim. If this
	// parameter is left empty, GameLift FleetIQ searches for an available game server
	// in the specified game server group.
	GameServerId *string
}

type ClaimGameServerOutput

type ClaimGameServerOutput struct {
	// Object that describes the newly claimed game server resource.
	GameServer *types.GameServer

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type Client

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

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

  • Set up

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

  • Track game server

availability and route players into game sessions to minimize latency.

*

Automatically scale your resources to meet player demand and manage costs

*

Optionally add FlexMatch matchmaking.

<p>With GameLift as a managed

service, you have the option to deploy your custom game server or use Amazon GameLift Realtime Servers to quickly stand up lightweight game servers for your game. Realtime Servers provides an efficient game server framework with core Amazon GameLift infrastructure already built in.</p> <p> <b>Now in Public Preview:</b> </p> <p>Use GameLift FleetIQ as a standalone feature with EC2 instances and Auto Scaling groups. GameLift FleetIQ provides optimizations that make low-cost Spot instances viable for game hosting. This extension of GameLift FleetIQ gives you access to these optimizations while managing your EC2 instances and Auto Scaling groups within your own AWS account.</p> <p> <b>Get Amazon GameLift Tools and Resources</b> </p> <p>This reference guide describes the low-level service API for Amazon GameLift and provides links to language-specific SDK reference topics. See also <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-components.html"> Amazon GameLift Tools and Resources</a>.</p> <p> <b>API Summary</b> </p> <p>The Amazon GameLift service API includes two key sets of actions:</p> <ul> <li> <p>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.</p> </li> <li> <p>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.</p> </li> </ul> <p> <b> <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html"> Task-based list of API actions</a> </b> </p>

func New

func New(options Options, optFns ...func(*Options)) *Client

New returns an initialized Client based on the functional options. Provide additional functional options to further configure the behavior of the client, such as changing the client's endpoint or adding custom middleware behavior.

func NewFromConfig

func NewFromConfig(cfg aws.Config, optFns ...func(*Options)) *Client

NewFromConfig returns a new client from the provided config.

func (*Client) AcceptMatch

func (c *Client) AcceptMatch(ctx context.Context, params *AcceptMatchInput, optFns ...func(*Options)) (*AcceptMatchOutput, error)

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 ()

func (*Client) ClaimGameServer

func (c *Client) ClaimGameServer(ctx context.Context, params *ClaimGameServerInput, optFns ...func(*Options)) (*ClaimGameServerOutput, error)

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Locates an available game server and temporarily reserves it to host gameplay and players. This action is called by a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, GameLift FleetIQ searches for an available game server in the specified game server group, places the game server in "claimed" status for 60 seconds, and returns connection information back to the requester so that players can connect to the game server. There are two ways you can claim a game server. For the first option, you provide a game server group ID only, which prompts GameLift FleetIQ to search for an available game server in the specified group and claim it. With this option, GameLift FleetIQ attempts to consolidate gameplay on as few instances as possible to minimize hosting costs. For the second option, you request a specific game server by its ID. This option results in a less efficient claiming process because it does not take advantage of consolidation and may fail if the requested game server is unavailable. To claim a game server, identify a game server group and (optionally) a game server ID. If your game requires that game data be provided to the game server at the start of a game, such as a game map or player information, you can provide it in your claim request. When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE, while the claim status is set to CLAIMED for up to 60 seconds. This time period allows the game server to be prompted to update its status to UTILIZED (using UpdateGameServer ()). If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. If you try to claim a specific game server, this request will fail in the following cases: (1) if the game server utilization status is UTILIZED, (2) if the game server claim status is CLAIMED, or (3) if the instance that the game server is running on is flagged as draining. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html) Related operations

  • RegisterGameServer ()

  • ListGameServers ()

    *

ClaimGameServer ()

  • DescribeGameServer ()

  • UpdateGameServer ()

* DeregisterGameServer ()

func (*Client) CreateAlias

func (c *Client) CreateAlias(ctx context.Context, params *CreateAliasInput, optFns ...func(*Options)) (*CreateAliasOutput, error)

Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build. Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site. To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID and an ARN. You can reassign an alias to another fleet by calling UpdateAlias.

  • CreateAlias ()

  • ListAliases ()

    *

DescribeAlias ()

  • UpdateAlias ()

  • DeleteAlias ()

  • ResolveAlias

()

func (*Client) CreateBuild

func (c *Client) CreateBuild(ctx context.Context, params *CreateBuildInput, optFns ...func(*Options)) (*CreateBuildOutput, error)

Creates a new Amazon GameLift build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon GameLift. When setting up a new game build for GameLift, we recommend using the AWS CLI command upload-build (https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html) . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource. The CreateBuild operation can used in the following scenarios:

*

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

  • To directly upload your build files to a GameLift S3

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

If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it. Learn more Uploading Your Game (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) Create a Build with Files in Amazon S3 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build) Related operations

  • CreateBuild ()

  • ListBuilds ()

    *

DescribeBuild ()

  • UpdateBuild ()

  • DeleteBuild ()

func (*Client) CreateFleet

func (c *Client) CreateFleet(ctx context.Context, params *CreateFleetInput, optFns ...func(*Options)) (*CreateFleetOutput, error)

Creates a new fleet to run your game servers. whether they are custom game builds or Realtime Servers with game-specific script. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can host multiple game sessions. When creating a fleet, you choose the hardware specifications, set some configuration options, and specify the game server to deploy on the new fleet. To create a new fleet, provide the following: (1) a fleet name, (2) an EC2 instance type and fleet type (spot or on-demand), (3) the build ID for your game build or script ID if using Realtime Servers, and (4) a runtime configuration, which determines how game servers will run on each instance in the fleet. <p>If the <code>CreateFleet</code> 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:</p> <ul> <li> <p>Creates a fleet resource. Status: <code>NEW</code>.</p> </li> <li> <p>Begins writing events to the fleet event log, which can be accessed in the Amazon GameLift console.</p> </li> <li> <p>Sets the fleet's target capacity to 1 (desired instances), which triggers Amazon GameLift to start one new EC2 instance.</p> </li> <li> <p>Downloads the game build or Realtime script to the new instance and installs it. Statuses: <code>DOWNLOADING</code>, <code>VALIDATING</code>, <code>BUILDING</code>. </p> </li> <li> <p>Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, Amazon GameLift staggers each process launch by a few seconds. Status: <code>ACTIVATING</code>.</p> </li> <li> <p>Sets the fleet's status to <code>ACTIVE</code> as soon as one server process is ready to host a game session.</p> </li> </ul> <p> <b>Learn more</b> </p> <p> <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting Up Fleets</a> </p> <p> <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation">Debug Fleet Creation Issues</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p> <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p> <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p> <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul>

func (*Client) CreateGameServerGroup

func (c *Client) CreateGameServerGroup(ctx context.Context, params *CreateGameServerGroupInput, optFns ...func(*Options)) (*CreateGameServerGroupOutput, error)

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Creates a GameLift FleetIQ game server group to manage a collection of EC2 instances for game hosting. In addition to creating the game server group, this action also creates an Auto Scaling group in your AWS account and establishes a link between the two groups. You have full control over configuration of the Auto Scaling group, but GameLift FleetIQ routinely certain Auto Scaling group properties in order to optimize the group's instances for low-cost game hosting. You can view the status of your game server groups in the GameLift Console. Game server group metrics and events are emitted to Amazon CloudWatch. Prior creating a new game server group, you must set up the following:

  • An EC2 launch template. The template provides

configuration settings for a set of EC2 instances and includes the game server build that you want to deploy and run on each instance. For more information on creating a launch template, see Launching an Instance from a Launch Template (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/ec2-launch-templates.html) in the Amazon EC2 User Guide.

  • An IAM role. The role sets up limited

access to your AWS account, allowing GameLift FleetIQ to create and manage the EC2 Auto Scaling group, get instance data, and emit metrics and events to CloudWatch. For more information on setting up an IAM permissions policy with principal access for GameLift, see Specifying a Principal in a Policy (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-bucket-user-policy-specifying-principal-intro.html) in the Amazon S3 Developer Guide.

To create a new game server group, provide a name and specify the IAM role and EC2 launch template. You also need to provide a list of instance types to be used in the group and set initial maximum and minimum limits on the group's instance count. You can optionally set an autoscaling policy with target tracking based on a GameLift FleetIQ metric. Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Keep in mind, however, that some properties are periodically updated by GameLift FleetIQ as it balances the group's instances based on availability and cost. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html)Updating a GameLift FleetIQ-Linked Auto Scaling Group (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-asgroups.html) Related operations

  • CreateGameServerGroup ()

  • ListGameServerGroups

()

  • DescribeGameServerGroup ()

  • UpdateGameServerGroup ()

    *

DeleteGameServerGroup ()

  • ResumeGameServerGroup ()

    *

SuspendGameServerGroup ()

func (*Client) CreateGameSession

func (c *Client) CreateGameSession(ctx context.Context, params *CreateGameSessionInput, optFns ...func(*Options)) (*CreateGameSessionOutput, error)

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 ()

func (*Client) CreateGameSessionQueue

func (c *Client) CreateGameSessionQueue(ctx context.Context, params *CreateGameSessionQueueInput, optFns ...func(*Options)) (*CreateGameSessionQueueOutput, error)

Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple Regions. To add placement requests to a queue, call StartGameSessionPlacement () and reference the queue name. Destination order. When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience. Player latency policies. For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc. To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned. Learn more Design a Game Session Queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html) Create a Game Session Queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html) Related operations

  • CreateGameSessionQueue ()

    *

DescribeGameSessionQueues ()

  • UpdateGameSessionQueue ()

    *

DeleteGameSessionQueue ()

func (*Client) CreateMatchmakingConfiguration

func (c *Client) CreateMatchmakingConfiguration(ctx context.Context, params *CreateMatchmakingConfigurationInput, optFns ...func(*Options)) (*CreateMatchmakingConfigurationOutput, error)

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 ()

func (*Client) CreateMatchmakingRuleSet

func (c *Client) CreateMatchmakingRuleSet(ctx context.Context, params *CreateMatchmakingRuleSetInput, optFns ...func(*Options)) (*CreateMatchmakingRuleSetOutput, error)

Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams. It also sets the parameters for acceptable player matches, such as minimum skill level or character type. A rule set is used by a MatchmakingConfiguration (). To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same Region as the matchmaking configuration they are used with. Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet () before creating a new rule set. Learn more

  • Build a Rule Set

(https://docs.aws.amazon.com/gamelift/latest/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 ()

func (*Client) CreatePlayerSession

func (c *Client) CreatePlayerSession(ctx context.Context, params *CreatePlayerSessionInput, optFns ...func(*Options)) (*CreatePlayerSessionOutput, error)

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 ()

func (*Client) CreatePlayerSessions

func (c *Client) CreatePlayerSessions(ctx context.Context, params *CreatePlayerSessionsInput, optFns ...func(*Options)) (*CreatePlayerSessionsOutput, error)

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 ()

func (*Client) CreateScript

func (c *Client) CreateScript(ctx context.Context, params *CreateScriptInput, optFns ...func(*Options)) (*CreateScriptOutput, error)

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 <p> <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon GameLift Realtime Servers</a> </p> <p> <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html">Set Up a Role for Amazon GameLift Access</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p> <a>CreateScript</a> </p> </li> <li> <p> <a>ListScripts</a> </p> </li> <li> <p> <a>DescribeScript</a> </p> </li> <li> <p> <a>UpdateScript</a> </p> </li> <li> <p> <a>DeleteScript</a> </p> </li> </ul>

func (*Client) CreateVpcPeeringAuthorization

func (c *Client) CreateVpcPeeringAuthorization(ctx context.Context, params *CreateVpcPeeringAuthorizationInput, optFns ...func(*Options)) (*CreateVpcPeeringAuthorizationOutput, error)

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 ()

func (*Client) CreateVpcPeeringConnection

func (c *Client) CreateVpcPeeringConnection(ctx context.Context, params *CreateVpcPeeringConnectionInput, optFns ...func(*Options)) (*CreateVpcPeeringConnectionOutput, error)

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 ()

func (*Client) DeleteAlias

func (c *Client) DeleteAlias(ctx context.Context, params *DeleteAliasInput, optFns ...func(*Options)) (*DeleteAliasOutput, error)

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 ()

func (*Client) DeleteBuild

func (c *Client) DeleteBuild(ctx context.Context, params *DeleteBuildInput, optFns ...func(*Options)) (*DeleteBuildOutput, error)

Deletes a build. This action permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build. To delete a build, specify the build ID. Learn more Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) Related operations

  • CreateBuild ()

  • ListBuilds ()

    *

DescribeBuild ()

  • UpdateBuild ()

  • DeleteBuild ()

func (*Client) DeleteFleet

func (c *Client) DeleteFleet(ctx context.Context, params *DeleteFleetInput, optFns ...func(*Options)) (*DeleteFleetOutput, error)

Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity (). If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization (). You do not need to explicitly delete the VPC peering connection--this is done as part of the delete fleet process. This action removes the fleet and its resources. Once a fleet is deleted, you can no longer use any of the resource in that fleet. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

  • CreateFleet ()

  • ListFleets ()

  • DeleteFleet

()

  • DescribeFleetAttributes ()

  • UpdateFleetAttributes ()

    *

StartFleetActions () or StopFleetActions ()

func (*Client) DeleteGameServerGroup

func (c *Client) DeleteGameServerGroup(ctx context.Context, params *DeleteGameServerGroupInput, optFns ...func(*Options)) (*DeleteGameServerGroupOutput, error)

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete action selected, this action may affect three types of resources: the game server group, the corresponding Auto Scaling group, and all game servers currently running in the group. To delete a game server group, identify the game server group to delete and specify the type of delete action to initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status. If the delete request is successful, a series of actions are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops autoscaling activity. Once all game servers in the game server group are de-registered, GameLift FleetIQ can begin deleting resources. If any of the delete actions fail, the game server group is placed in ERROR status. GameLift FleetIQ emits delete events to Amazon CloudWatch. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html) Related operations

  • CreateGameServerGroup ()

  • ListGameServerGroups

()

  • DescribeGameServerGroup ()

  • UpdateGameServerGroup ()

    *

DeleteGameServerGroup ()

  • ResumeGameServerGroup ()

    *

SuspendGameServerGroup ()

func (*Client) DeleteGameSessionQueue

func (c *Client) DeleteGameSessionQueue(ctx context.Context, params *DeleteGameSessionQueueInput, optFns ...func(*Options)) (*DeleteGameSessionQueueOutput, error)

Deletes a game session queue. This action means that any StartGameSessionPlacement () requests that reference this queue will fail. To delete a queue, specify the queue name. Learn more Using Multi-Region Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html) Related operations

  • CreateGameSessionQueue ()

    *

DescribeGameSessionQueues ()

  • UpdateGameSessionQueue ()

    *

DeleteGameSessionQueue ()

func (*Client) DeleteMatchmakingConfiguration

func (c *Client) DeleteMatchmakingConfiguration(ctx context.Context, params *DeleteMatchmakingConfigurationInput, optFns ...func(*Options)) (*DeleteMatchmakingConfigurationOutput, error)

Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets. Related operations

*

CreateMatchmakingConfiguration ()

  • DescribeMatchmakingConfigurations ()

* UpdateMatchmakingConfiguration ()

  • DeleteMatchmakingConfiguration ()

* CreateMatchmakingRuleSet ()

  • DescribeMatchmakingRuleSets ()

    *

ValidateMatchmakingRuleSet ()

  • DeleteMatchmakingRuleSet ()

func (*Client) DeleteMatchmakingRuleSet

func (c *Client) DeleteMatchmakingRuleSet(ctx context.Context, params *DeleteMatchmakingRuleSetInput, optFns ...func(*Options)) (*DeleteMatchmakingRuleSetOutput, error)

Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration. Learn more

  • Build a Rule Set

(https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html)

Related operations

  • CreateMatchmakingConfiguration ()

    *

DescribeMatchmakingConfigurations ()

  • UpdateMatchmakingConfiguration ()

* DeleteMatchmakingConfiguration ()

  • CreateMatchmakingRuleSet ()

    *

DescribeMatchmakingRuleSets ()

  • ValidateMatchmakingRuleSet ()

    *

DeleteMatchmakingRuleSet ()

func (*Client) DeleteScalingPolicy

func (c *Client) DeleteScalingPolicy(ctx context.Context, params *DeleteScalingPolicyInput, optFns ...func(*Options)) (*DeleteScalingPolicyOutput, error)

Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with. To temporarily suspend scaling policies, call StopFleetActions (). This operation suspends all policies for the fleet.

  • DescribeFleetCapacity ()

    *

UpdateFleetCapacity ()

  • DescribeEC2InstanceLimits ()

  • Manage scaling

policies:

  • PutScalingPolicy () (auto-scaling)

    *

DescribeScalingPolicies () (auto-scaling)

  • DeleteScalingPolicy ()

(auto-scaling)

  • Manage fleet actions:

  • StartFleetActions ()

* StopFleetActions ()

func (*Client) DeleteScript

func (c *Client) DeleteScript(ctx context.Context, params *DeleteScriptInput, optFns ...func(*Options)) (*DeleteScriptOutput, error)

Deletes a Realtime script. This action permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted). To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions. Learn more Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html) Related operations

  • CreateScript ()

  • ListScripts ()

    *

DescribeScript ()

  • UpdateScript ()

  • DeleteScript ()

func (*Client) DeleteVpcPeeringAuthorization

func (c *Client) DeleteVpcPeeringAuthorization(ctx context.Context, params *DeleteVpcPeeringAuthorizationInput, optFns ...func(*Options)) (*DeleteVpcPeeringAuthorizationOutput, error)

Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, call DeleteVpcPeeringConnection ().

  • CreateVpcPeeringAuthorization ()

    *

DescribeVpcPeeringAuthorizations ()

  • DeleteVpcPeeringAuthorization ()

* CreateVpcPeeringConnection ()

  • DescribeVpcPeeringConnections ()

    *

DeleteVpcPeeringConnection ()

func (*Client) DeleteVpcPeeringConnection

func (c *Client) DeleteVpcPeeringConnection(ctx context.Context, params *DeleteVpcPeeringConnectionInput, optFns ...func(*Options)) (*DeleteVpcPeeringConnectionOutput, error)

Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations () or request a new one using CreateVpcPeeringAuthorization (). Once a valid authorization exists, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.

*

CreateVpcPeeringAuthorization ()

  • DescribeVpcPeeringAuthorizations ()

* DeleteVpcPeeringAuthorization ()

  • CreateVpcPeeringConnection ()

    *

DescribeVpcPeeringConnections ()

  • DeleteVpcPeeringConnection ()

func (*Client) DeregisterGameServer

func (c *Client) DeregisterGameServer(ctx context.Context, params *DeregisterGameServerInput, optFns ...func(*Options)) (*DeregisterGameServerOutput, error)

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Removes the game server resource from the game server group. As a result of this action, the de-registered game server can no longer be claimed and will not returned in a list of active game servers. To de-register a game server, specify the game server group and game server ID. If successful, this action emits a CloudWatch event with termination time stamp and reason. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html) Related operations

  • RegisterGameServer ()

  • ListGameServers ()

    *

ClaimGameServer ()

  • DescribeGameServer ()

  • UpdateGameServer ()

* DeregisterGameServer ()

func (*Client) DescribeAlias

func (c *Client) DescribeAlias(ctx context.Context, params *DescribeAliasInput, optFns ...func(*Options)) (*DescribeAliasOutput, error)

Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias. To get alias properties, specify the alias ID. If successful, the requested alias record is returned.

  • CreateAlias ()

  • ListAliases ()

  • DescribeAlias ()

* UpdateAlias ()

  • DeleteAlias ()

  • ResolveAlias ()

func (*Client) DescribeBuild

func (c *Client) DescribeBuild(ctx context.Context, params *DescribeBuildInput, optFns ...func(*Options)) (*DescribeBuildOutput, error)

Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned. Learn more Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) Related operations

  • CreateBuild ()

  • ListBuilds ()

    *

DescribeBuild ()

  • UpdateBuild ()

  • DeleteBuild ()

func (*Client) DescribeEC2InstanceLimits

func (c *Client) DescribeEC2InstanceLimits(ctx context.Context, params *DescribeEC2InstanceLimitsInput, optFns ...func(*Options)) (*DescribeEC2InstanceLimitsOutput, error)

Retrieves the following information for the specified EC2 instance type:

*

Maximum number of instances allowed per AWS account (service limit).

*

Current usage for the AWS account.

To learn more about the capabilities of each instance type, see Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/). Note that the instance types offered may vary depending on the region. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

  • CreateFleet ()

  • ListFleets ()

  • DeleteFleet

()

  • DescribeFleetAttributes ()

  • UpdateFleetAttributes ()

    *

StartFleetActions () or StopFleetActions ()

func (*Client) DescribeFleetAttributes

func (c *Client) DescribeFleetAttributes(ctx context.Context, params *DescribeFleetAttributesInput, optFns ...func(*Options)) (*DescribeFleetAttributesOutput, error)

Retrieves core properties, including configuration, status, and metadata, for a fleet. To get attributes for one or more fleets, provide a list of fleet IDs or fleet ARNs. To get attributes for all fleets, do not specify a fleet identifier. When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes () object is returned for each fleet requested, unless the fleet identifier is not found. Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed number. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

  • CreateFleet ()

  • ListFleets ()

  • DeleteFleet

()

  • Describe fleets:

  • DescribeFleetAttributes ()

    *

DescribeFleetCapacity ()

  • DescribeFleetPortSettings ()

    *

DescribeFleetUtilization ()

  • DescribeRuntimeConfiguration ()

* DescribeEC2InstanceLimits ()

  • DescribeFleetEvents ()

    *

UpdateFleetAttributes ()

  • StartFleetActions () or StopFleetActions ()

func (*Client) DescribeFleetCapacity

func (c *Client) DescribeFleetCapacity(ctx context.Context, params *DescribeFleetCapacityInput, optFns ...func(*Options)) (*DescribeFleetCapacityOutput, error)

Retrieves the current capacity statistics for one or more fleets. These statistics present a snapshot of the fleet's instances and provide insight on current or imminent scaling activity. To get statistics on game hosting activity in the fleet, see DescribeFleetUtilization (). You can request capacity for all fleets or specify a list of one or more fleet identifiers. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity () object is returned for each requested fleet ID. When a list of fleet IDs is provided, attribute objects are returned only for fleets that currently exist. Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)GameLift Metrics for Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet) Related operations

  • CreateFleet ()

  • ListFleets ()

  • DeleteFleet

()

  • Describe fleets:

  • DescribeFleetAttributes ()

    *

DescribeFleetCapacity ()

  • DescribeFleetPortSettings ()

    *

DescribeFleetUtilization ()

  • DescribeRuntimeConfiguration ()

* DescribeEC2InstanceLimits ()

  • DescribeFleetEvents ()

    *

UpdateFleetAttributes ()

  • StartFleetActions () or StopFleetActions ()

func (*Client) DescribeFleetEvents

func (c *Client) DescribeFleetEvents(ctx context.Context, params *DescribeFleetEventsInput, optFns ...func(*Options)) (*DescribeFleetEventsOutput, error)

Retrieves entries from the specified fleet's event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

  • CreateFleet ()

  • ListFleets ()

  • DeleteFleet

()

  • Describe fleets:

  • DescribeFleetAttributes ()

    *

DescribeFleetCapacity ()

  • DescribeFleetPortSettings ()

    *

DescribeFleetUtilization ()

  • DescribeRuntimeConfiguration ()

* DescribeEC2InstanceLimits ()

  • DescribeFleetEvents ()

    *

UpdateFleetAttributes ()

  • StartFleetActions () or StopFleetActions ()

func (*Client) DescribeFleetPortSettings

func (c *Client) DescribeFleetPortSettings(ctx context.Context, params *DescribeFleetPortSettingsInput, optFns ...func(*Options)) (*DescribeFleetPortSettingsOutput, error)

Retrieves a fleet's inbound connection permissions. Connection permissions specify the range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game sessions that are running on instances in the fleet use connections that fall in this range. To get a fleet's inbound connection permissions, specify the fleet's unique identifier. If successful, a collection of IpPermission () objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

  • CreateFleet ()

  • ListFleets ()

  • DeleteFleet

()

  • Describe fleets:

  • DescribeFleetAttributes ()

    *

DescribeFleetCapacity ()

  • DescribeFleetPortSettings ()

    *

DescribeFleetUtilization ()

  • DescribeRuntimeConfiguration ()

* DescribeEC2InstanceLimits ()

  • DescribeFleetEvents ()

    *

UpdateFleetAttributes ()

  • StartFleetActions () or StopFleetActions ()

func (*Client) DescribeFleetUtilization

func (c *Client) DescribeFleetUtilization(ctx context.Context, params *DescribeFleetUtilizationInput, optFns ...func(*Options)) (*DescribeFleetUtilizationOutput, error)

Retrieves utilization statistics for one or more fleets. These statistics provide insight into how available hosting resources are currently being used. To get statistics on available hosting resources, see DescribeFleetCapacity (). You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization () object is returned for each requested fleet ID, unless the fleet identifier is not found. Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)GameLift Metrics for Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet) Related operations

  • CreateFleet ()

  • ListFleets ()

  • DeleteFleet

()

  • Describe fleets:

  • DescribeFleetAttributes ()

    *

DescribeFleetCapacity ()

  • DescribeFleetPortSettings ()

    *

DescribeFleetUtilization ()

  • DescribeRuntimeConfiguration ()

* DescribeEC2InstanceLimits ()

  • DescribeFleetEvents ()

    *

UpdateFleetAttributes ()

  • StartFleetActions () or StopFleetActions ()

func (*Client) DescribeGameServer

func (c *Client) DescribeGameServer(ctx context.Context, params *DescribeGameServerInput, optFns ...func(*Options)) (*DescribeGameServerOutput, error)

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Retrieves information for a game server resource. Information includes the game server statuses, health check info, and the instance the game server is running on. To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html) Related operations

  • RegisterGameServer ()

  • ListGameServers ()

    *

ClaimGameServer ()

  • DescribeGameServer ()

  • UpdateGameServer ()

* DeregisterGameServer ()

func (*Client) DescribeGameServerGroup

func (c *Client) DescribeGameServerGroup(ctx context.Context, params *DescribeGameServerGroupInput, optFns ...func(*Options)) (*DescribeGameServerGroupOutput, error)

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Retrieves information on a game server group. To get attributes for a game server group, provide a group name or ARN value. If successful, a GameServerGroup () object is returned. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html) Related operations

  • CreateGameServerGroup ()

  • ListGameServerGroups

()

  • DescribeGameServerGroup ()

  • UpdateGameServerGroup ()

    *

DeleteGameServerGroup ()

  • ResumeGameServerGroup ()

    *

SuspendGameServerGroup ()

func (*Client) DescribeGameSessionDetails

func (c *Client) DescribeGameSessionDetails(ctx context.Context, params *DescribeGameSessionDetailsInput, optFns ...func(*Options)) (*DescribeGameSessionDetailsOutput, error)

Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId or GameSessionArn to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet. To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail () object is returned for each session matching the request.

*

CreateGameSession ()

  • DescribeGameSessions ()

    *

DescribeGameSessionDetails ()

  • SearchGameSessions ()

    *

UpdateGameSession ()

  • GetGameSessionLogUrl ()

  • Game session

placements

  • StartGameSessionPlacement ()

    *

DescribeGameSessionPlacement ()

  • StopGameSessionPlacement ()

func (*Client) DescribeGameSessionPlacement

func (c *Client) DescribeGameSessionPlacement(ctx context.Context, params *DescribeGameSessionPlacementInput, optFns ...func(*Options)) (*DescribeGameSessionPlacementOutput, error)

Retrieves properties and current status of a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement () object is returned.

  • CreateGameSession ()

    *

DescribeGameSessions ()

  • DescribeGameSessionDetails ()

    *

SearchGameSessions ()

  • UpdateGameSession ()

  • GetGameSessionLogUrl

()

  • Game session placements

  • StartGameSessionPlacement ()

* DescribeGameSessionPlacement ()

  • StopGameSessionPlacement ()

func (*Client) DescribeGameSessionQueues

func (c *Client) DescribeGameSessionQueues(ctx context.Context, params *DescribeGameSessionQueuesInput, optFns ...func(*Options)) (*DescribeGameSessionQueuesOutput, error)

Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue () object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the Region. Learn more View Your Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-console.html) Related operations

  • CreateGameSessionQueue ()

    *

DescribeGameSessionQueues ()

  • UpdateGameSessionQueue ()

    *

DeleteGameSessionQueue ()

func (*Client) DescribeGameSessions

func (c *Client) DescribeGameSessions(ctx context.Context, params *DescribeGameSessionsInput, optFns ...func(*Options)) (*DescribeGameSessionsOutput, error)

Retrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use SearchGameSessions () to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails (). To get game sessions, specify one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession () object is returned for each game session matching the request. Available in Amazon GameLift Local.

* CreateGameSession ()

  • DescribeGameSessions ()

    *

DescribeGameSessionDetails ()

  • SearchGameSessions ()

    *

UpdateGameSession ()

  • GetGameSessionLogUrl ()

  • Game session

placements

  • StartGameSessionPlacement ()

    *

DescribeGameSessionPlacement ()

  • StopGameSessionPlacement ()

func (*Client) DescribeInstances

func (c *Client) DescribeInstances(ctx context.Context, params *DescribeInstancesInput, optFns ...func(*Options)) (*DescribeInstancesOutput, error)

Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance. To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance () object is returned for each result. Learn more Remotely Access Fleet Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html)Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html) Related operations

  • DescribeInstances ()

  • GetInstanceAccess ()

func (*Client) DescribeMatchmaking

func (c *Client) DescribeMatchmaking(ctx context.Context, params *DescribeMatchmakingInput, optFns ...func(*Options)) (*DescribeMatchmakingOutput, error)

Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including status and--once a successful match is made--acquire connection information for the resulting new game session. You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to using event notifications. See more details on tracking matchmaking requests through polling or notifications in StartMatchmaking (). To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists. Learn more Add FlexMatch to a Game Client (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html) Set Up FlexMatch Event Notification (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html) Related operations <ul> <li> <p> <a>StartMatchmaking</a> </p> </li> <li> <p> <a>DescribeMatchmaking</a> </p> </li> <li> <p> <a>StopMatchmaking</a> </p> </li> <li> <p> <a>AcceptMatch</a> </p> </li> <li> <p> <a>StartMatchBackfill</a> </p> </li> </ul>

func (*Client) DescribeMatchmakingConfigurations

func (c *Client) DescribeMatchmakingConfigurations(ctx context.Context, params *DescribeMatchmakingConfigurationsInput, optFns ...func(*Options)) (*DescribeMatchmakingConfigurationsOutput, error)

Retrieves the details of FlexMatch matchmaking configurations. With this operation, you have the following options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to retrieve, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned. Learn more Setting Up FlexMatch Matchmakers (https://docs.aws.amazon.com/gamelift/latest/developerguide/matchmaker-build.html) Related operations

  • CreateMatchmakingConfiguration ()

    *

DescribeMatchmakingConfigurations ()

  • UpdateMatchmakingConfiguration ()

* DeleteMatchmakingConfiguration ()

  • CreateMatchmakingRuleSet ()

    *

DescribeMatchmakingRuleSets ()

  • ValidateMatchmakingRuleSet ()

    *

DeleteMatchmakingRuleSet ()

func (*Client) DescribeMatchmakingRuleSets

func (c *Client) DescribeMatchmakingRuleSets(ctx context.Context, params *DescribeMatchmakingRuleSetsInput, optFns ...func(*Options)) (*DescribeMatchmakingRuleSetsOutput, error)

Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the Region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name. Learn more

  • Build a Rule Set

(https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html)

Related operations

  • CreateMatchmakingConfiguration ()

    *

DescribeMatchmakingConfigurations ()

  • UpdateMatchmakingConfiguration ()

* DeleteMatchmakingConfiguration ()

  • CreateMatchmakingRuleSet ()

    *

DescribeMatchmakingRuleSets ()

  • ValidateMatchmakingRuleSet ()

    *

DeleteMatchmakingRuleSet ()

func (*Client) DescribePlayerSessions

func (c *Client) DescribePlayerSessions(ctx context.Context, params *DescribePlayerSessionsInput, optFns ...func(*Options)) (*DescribePlayerSessionsOutput, error)

Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId to request properties for a specific player session; (2) provide a GameSessionId to request properties for all player sessions in the specified game session; (3) provide a PlayerId to request properties for all player sessions of a specified player. To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession () object is returned for each session matching the request. Available in Amazon GameLift Local.

*

CreatePlayerSession ()

  • CreatePlayerSessions ()

    *

DescribePlayerSessions ()

  • Game session placements

    *

StartGameSessionPlacement ()

  • DescribeGameSessionPlacement ()

* StopGameSessionPlacement ()

func (*Client) DescribeRuntimeConfiguration

func (c *Client) DescribeRuntimeConfiguration(ctx context.Context, params *DescribeRuntimeConfigurationInput, optFns ...func(*Options)) (*DescribeRuntimeConfigurationOutput, error)

Retrieves a fleet's runtime configuration settings. The runtime configuration tells Amazon GameLift which server processes to run (and how) on each instance in the fleet. To get a runtime configuration, specify the fleet's unique identifier. If successful, a RuntimeConfiguration () object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)Running Multiple Processes on a Fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html) Related operations

  • CreateFleet ()

  • ListFleets ()

  • DeleteFleet

()

  • Describe fleets:

  • DescribeFleetAttributes ()

    *

DescribeFleetCapacity ()

  • DescribeFleetPortSettings ()

    *

DescribeFleetUtilization ()

  • DescribeRuntimeConfiguration ()

* DescribeEC2InstanceLimits ()

  • DescribeFleetEvents ()

    *

UpdateFleetAttributes ()

  • StartFleetActions () or StopFleetActions ()

func (*Client) DescribeScalingPolicies

func (c *Client) DescribeScalingPolicies(ctx context.Context, params *DescribeScalingPoliciesInput, optFns ...func(*Options)) (*DescribeScalingPoliciesOutput, error)

Retrieves all scaling policies applied to a fleet. To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy () objects is returned for the fleet. A fleet may have all of its scaling policies suspended (StopFleetActions ()). This action does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes () and check the stopped actions.

  • DescribeFleetCapacity ()

    *

UpdateFleetCapacity ()

  • DescribeEC2InstanceLimits ()

  • Manage scaling

policies:

  • PutScalingPolicy () (auto-scaling)

    *

DescribeScalingPolicies () (auto-scaling)

  • DeleteScalingPolicy ()

(auto-scaling)

  • Manage fleet actions:

  • StartFleetActions ()

* StopFleetActions ()

func (*Client) DescribeScript

func (c *Client) DescribeScript(ctx context.Context, params *DescribeScriptInput, optFns ...func(*Options)) (*DescribeScriptOutput, error)

Retrieves properties for a Realtime script. To request a script record, specify the script ID. If successful, an object containing the script properties is returned. Learn more Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html) Related operations

  • CreateScript ()

  • ListScripts ()

    *

DescribeScript ()

  • UpdateScript ()

  • DeleteScript ()

func (*Client) DescribeVpcPeeringAuthorizations

func (c *Client) DescribeVpcPeeringAuthorizations(ctx context.Context, params *DescribeVpcPeeringAuthorizationsInput, optFns ...func(*Options)) (*DescribeVpcPeeringAuthorizationsOutput, error)

Retrieves valid VPC peering authorizations that are pending for the AWS account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.

*

CreateVpcPeeringAuthorization ()

  • DescribeVpcPeeringAuthorizations ()

* DeleteVpcPeeringAuthorization ()

  • CreateVpcPeeringConnection ()

    *

DescribeVpcPeeringConnections ()

  • DeleteVpcPeeringConnection ()

func (*Client) DescribeVpcPeeringConnections

func (c *Client) DescribeVpcPeeringConnections(ctx context.Context, params *DescribeVpcPeeringConnectionsInput, optFns ...func(*Options)) (*DescribeVpcPeeringConnectionsOutput, error)

Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID. To retrieve connection information, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect.

*

CreateVpcPeeringAuthorization ()

  • DescribeVpcPeeringAuthorizations ()

* DeleteVpcPeeringAuthorization ()

  • CreateVpcPeeringConnection ()

    *

DescribeVpcPeeringConnections ()

  • DeleteVpcPeeringConnection ()

func (*Client) GetGameSessionLogUrl

func (c *Client) GetGameSessionLogUrl(ctx context.Context, params *GetGameSessionLogUrlInput, optFns ...func(*Options)) (*GetGameSessionLogUrlOutput, error)

Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the AWS Service Limits (https://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift) page for maximum log file sizes. Log files that exceed this limit are not saved.

  • CreateGameSession ()

  • DescribeGameSessions ()

    *

DescribeGameSessionDetails ()

  • SearchGameSessions ()

    *

UpdateGameSession ()

  • GetGameSessionLogUrl ()

  • Game session

placements

  • StartGameSessionPlacement ()

    *

DescribeGameSessionPlacement ()

  • StopGameSessionPlacement ()

func (*Client) GetInstanceAccess

func (c *Client) GetInstanceAccess(ctx context.Context, params *GetInstanceAccessInput, optFns ...func(*Options)) (*GetInstanceAccessOutput, error)

Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time. To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request, as shown in one of the examples for this action. To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances (). If successful, an InstanceAccess () object is returned that contains the instance's IP address and a set of credentials. Learn more Remotely Access Fleet Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html)Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html) Related operations

  • DescribeInstances ()

  • GetInstanceAccess ()

func (*Client) ListAliases

func (c *Client) ListAliases(ctx context.Context, params *ListAliasesInput, optFns ...func(*Options)) (*ListAliasesOutput, error)

Retrieves all aliases for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages. Returned aliases are not listed in any particular order.

  • CreateAlias ()

  • ListAliases ()

    *

DescribeAlias ()

  • UpdateAlias ()

  • DeleteAlias ()

  • ResolveAlias

()

func (*Client) ListBuilds

func (c *Client) ListBuilds(ctx context.Context, params *ListBuildsInput, optFns ...func(*Options)) (*ListBuildsOutput, error)

Retrieves build resources for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages. Build resources are not listed in any particular order. Learn more Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) Related operations

  • CreateBuild ()

  • ListBuilds ()

    *

DescribeBuild ()

  • UpdateBuild ()

  • DeleteBuild ()

func (*Client) ListFleets

func (c *Client) ListFleets(ctx context.Context, params *ListFleetsInput, optFns ...func(*Options)) (*ListFleetsOutput, error)

Retrieves a collection of fleet resources for this AWS account. You can filter the result set to find only those fleets that are deployed with a specific build or script. Use the pagination parameters to retrieve results in sequential pages. Fleet resources are not listed in a particular order. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

  • CreateFleet ()

  • ListFleets ()

  • DeleteFleet

()

  • DescribeFleetAttributes ()

  • UpdateFleetAttributes ()

    *

StartFleetActions () or StopFleetActions ()

func (*Client) ListGameServerGroups

func (c *Client) ListGameServerGroups(ctx context.Context, params *ListGameServerGroupsInput, optFns ...func(*Options)) (*ListGameServerGroupsOutput, error)

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Retrieves information on all game servers groups that exist in the current AWS account for the selected region. Use the pagination parameters to retrieve results in a set of sequential pages. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html) Related operations

  • CreateGameServerGroup ()

  • ListGameServerGroups

()

  • DescribeGameServerGroup ()

  • UpdateGameServerGroup ()

    *

DeleteGameServerGroup ()

  • ResumeGameServerGroup ()

    *

SuspendGameServerGroup ()

func (*Client) ListGameServers

func (c *Client) ListGameServers(ctx context.Context, params *ListGameServersInput, optFns ...func(*Options)) (*ListGameServersOutput, error)

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Retrieves information on all game servers that are currently running in a specified game server group. If there are custom key sort values for your game servers, you can opt to have the returned list sorted based on these values. Use the pagination parameters to retrieve results in a set of sequential pages. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html) Related operations

  • RegisterGameServer ()

  • ListGameServers ()

    *

ClaimGameServer ()

  • DescribeGameServer ()

  • UpdateGameServer ()

* DeregisterGameServer ()

func (*Client) ListScripts

func (c *Client) ListScripts(ctx context.Context, params *ListScriptsInput, optFns ...func(*Options)) (*ListScriptsOutput, error)

Retrieves script records for all Realtime scripts that are associated with the AWS account in use. Learn more Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html) Related operations

  • CreateScript ()

  • ListScripts ()

    *

DescribeScript ()

  • UpdateScript ()

  • DeleteScript ()

func (*Client) ListTagsForResource

func (c *Client) ListTagsForResource(ctx context.Context, params *ListTagsForResourceInput, optFns ...func(*Options)) (*ListTagsForResourceOutput, error)

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

  • Build

  • Script

  • Fleet

  • Alias

    *

GameSessionQueue

  • MatchmakingConfiguration

  • MatchmakingRuleSet

To list tags for a resource, specify the unique ARN value for the resource. Learn more Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS General Reference AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) Related operations

  • TagResource ()

  • UntagResource ()

    *

ListTagsForResource ()

func (*Client) PutScalingPolicy

func (c *Client) PutScalingPolicy(ctx context.Context, params *PutScalingPolicyInput, optFns ...func(*Options)) (*PutScalingPolicyOutput, error)

Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling. Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences. You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions () with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions () with the same fleet action. To stop just one scaling policy--or to permanently remove it, you must delete the policy with DeleteScalingPolicy (). Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-autoscaling.html). Target-based policy A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action is needed to maintain that target. For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer. To create or update a target-based policy, specify a fleet ID and name, and set the policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration () object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted. Rule-based policy A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action. For example, a policy may make the following statement: "If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%." A policy's rule statement has the following structure: If [MetricName] is [ComparisonOperator][Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment]. To implement the example, the rule statement would look like this: If [PercentIdleInstances] is [GreaterThanThreshold][20] for [15] minutes, then [PercentChangeInCapacity] to/by [10]. To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to "RuleBased". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.

  • DescribeFleetCapacity ()

  • UpdateFleetCapacity ()

* DescribeEC2InstanceLimits ()

  • Manage scaling policies:

    *

PutScalingPolicy () (auto-scaling)

  • DescribeScalingPolicies ()

(auto-scaling)

  • DeleteScalingPolicy () (auto-scaling)

  • Manage

fleet actions:

  • StartFleetActions ()

  • StopFleetActions ()

func (*Client) RegisterGameServer

func (c *Client) RegisterGameServer(ctx context.Context, params *RegisterGameServerInput, optFns ...func(*Options)) (*RegisterGameServerOutput, error)

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Creates a new game server resource and notifies GameLift FleetIQ that the game server is ready to host gameplay and players. This action is called by a game server process that is running on an instance in a game server group. Registering game servers enables GameLift FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session. To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data; when a game client or service requests a game server by calling ClaimGameServer (), this information is returned in response. Once a game server is successfully registered, it is put in status AVAILABLE. A request to register a game server may fail if the instance it is in the process of shutting down as part of instance rebalancing or scale-down activity. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html) Related operations

  • RegisterGameServer ()

  • ListGameServers ()

    *

ClaimGameServer ()

  • DescribeGameServer ()

  • UpdateGameServer ()

* DeregisterGameServer ()

func (*Client) RequestUploadCredentials

func (c *Client) RequestUploadCredentials(ctx context.Context, params *RequestUploadCredentialsInput, optFns ...func(*Options)) (*RequestUploadCredentialsOutput, error)

Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild (). To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID. Learn more Create a Build with Files in S3 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build) Related operations

  • CreateBuild ()

  • ListBuilds ()

    *

DescribeBuild ()

  • UpdateBuild ()

  • DeleteBuild ()

func (*Client) ResolveAlias

func (c *Client) ResolveAlias(ctx context.Context, params *ResolveAliasInput, optFns ...func(*Options)) (*ResolveAliasOutput, error)

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

*

CreateAlias ()

  • ListAliases ()

  • DescribeAlias ()

  • UpdateAlias

()

  • DeleteAlias ()

  • ResolveAlias ()

func (*Client) ResumeGameServerGroup

func (c *Client) ResumeGameServerGroup(ctx context.Context, params *ResumeGameServerGroupInput, optFns ...func(*Options)) (*ResumeGameServerGroupOutput, error)

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Reinstates activity on a game server group after it has been suspended. A game server group may be suspended by calling SuspendGameServerGroup (), or it may have been involuntarily suspended due to a configuration problem. You can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended. To resume activity, specify a game server group ARN and the type of activity to be resumed. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html) Related operations

  • CreateGameServerGroup ()

  • ListGameServerGroups

()

  • DescribeGameServerGroup ()

  • UpdateGameServerGroup ()

    *

DeleteGameServerGroup ()

  • ResumeGameServerGroup ()

    *

SuspendGameServerGroup ()

func (*Client) SearchGameSessions

func (c *Client) SearchGameSessions(ctx context.Context, params *SearchGameSessionsInput, optFns ...func(*Options)) (*SearchGameSessionsOutput, error)

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

  • gameSessionId -- A unique identifier for the game session.

You can use either a GameSessionId or GameSessionArn value.

*

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

  • gameSessionProperties -- Custom data defined in a game session's

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

  • maximumSessions -- Maximum number of player sessions allowed for

a game session. This value is set when requesting a new game session with CreateGameSession () or updating with UpdateGameSession ().

*

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

  • playerSessionCount -- Number of

players currently connected to a game session. This value changes rapidly as players join the session or drop out.

  • hasAvailablePlayerSessions --

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

Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join. To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. If successful, a collection of GameSession () objects matching the request is returned. Use the pagination parameters to retrieve results as a set of sequential pages. You can search for game sessions one fleet at a time only. To find game sessions across multiple fleets, you must search each fleet separately and combine the results. This search feature finds only game sessions that are in ACTIVE status. To locate games in statuses other than active, use DescribeGameSessionDetails ().

* CreateGameSession ()

  • DescribeGameSessions ()

    *

DescribeGameSessionDetails ()

  • SearchGameSessions ()

    *

UpdateGameSession ()

  • GetGameSessionLogUrl ()

  • Game session

placements

  • StartGameSessionPlacement ()

    *

DescribeGameSessionPlacement ()

  • StopGameSessionPlacement ()

func (*Client) StartFleetActions

func (c *Client) StartFleetActions(ctx context.Context, params *StartFleetActionsInput, optFns ...func(*Options)) (*StartFleetActionsOutput, error)

Resumes activity on a fleet that was suspended with StopFleetActions (). Currently, this operation is used to restart a fleet's auto-scaling activity. To start fleet actions, specify the fleet ID and the type of actions to restart. When auto-scaling fleet actions are restarted, Amazon GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet were never stopped, this operation will have no effect. You can view a fleet's stopped actions using DescribeFleetAttributes (). Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

  • CreateFleet ()

  • ListFleets ()

  • DeleteFleet

()

  • DescribeFleetAttributes ()

  • UpdateFleetAttributes ()

    *

StartFleetActions () or StopFleetActions ()

func (*Client) StartGameSessionPlacement

func (c *Client) StartGameSessionPlacement(ctx context.Context, params *StartGameSessionPlacementInput, optFns ...func(*Options)) (*StartGameSessionPlacementOutput, error)

Places a request for a new game session in a queue (see CreateGameSessionQueue ()). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out. A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request. When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order. Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players. To place a new game session request, specify the following:

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

settings

  • A unique ID (such as a UUID) for the placement. You use this ID

to track the status of the placement request

  • (Optional) A set of player

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

  • Latency data for all players (if you want to

optimize game play for the players)

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

  • CreateGameSession ()

    *

DescribeGameSessions ()

  • DescribeGameSessionDetails ()

    *

SearchGameSessions ()

  • UpdateGameSession ()

  • GetGameSessionLogUrl

()

  • Game session placements

  • StartGameSessionPlacement ()

* DescribeGameSessionPlacement ()

  • StopGameSessionPlacement ()

func (*Client) StartMatchBackfill

func (c *Client) StartMatchBackfill(ctx context.Context, params *StartMatchBackfillInput, optFns ...func(*Options)) (*StartMatchBackfillOutput, error)

Finds new players to fill open slots in an existing game session. This operation can be used to add players to matched games that start with fewer than the maximum number of players or to replace players when they drop out. By backfilling with the same matchmaker used to create the original match, you ensure that new players meet the match criteria and maintain a consistent experience throughout the game session. You can backfill a match anytime after a game session has been created. To request a match backfill, specify a unique ticket ID, the existing game session's ARN, a matchmaking configuration, and a set of data that describes all current players in the game session. If successful, a match backfill ticket is created and returned with status set to QUEUED. The ticket is placed in the matchmaker's ticket pool and processed. Track the status of the ticket to respond as needed. The process of finding backfill matches is essentially identical to the initial matchmaking process. The matchmaker searches the pool and groups tickets together to form potential matches, allowing only one backfill ticket per potential match. Once the a match is formed, the matchmaker creates player sessions for the new players. All tickets in the match are updated with the game session's connection information, and the GameSession () object is updated to include matchmaker data on the new players. For more detail on how match backfill requests are processed, see How Amazon GameLift FlexMatch Works (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html). Learn more Backfill Existing Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-backfill.html) How GameLift FlexMatch Works (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html) Related operations

  • StartMatchmaking ()

  • DescribeMatchmaking ()

* StopMatchmaking ()

  • AcceptMatch ()

  • StartMatchBackfill ()

func (*Client) StartMatchmaking

func (c *Client) StartMatchmaking(ctx context.Context, params *StartMatchmakingInput, optFns ...func(*Options)) (*StartMatchmakingOutput, error)

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new game for the matched players. Each matchmaking request specifies the type of match to build (team configuration, rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to host the new game session for optimal performance. A matchmaking request might start with a single player or a group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match type, rules, and the queue used to place a new game session are defined in a MatchmakingConfiguration. To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If successful, a matchmaking ticket is returned with status set to QUEUED. Track the status of the ticket to respond as needed and acquire game session connection information for successfully completed matches. Tracking ticket status -- A couple of options are available for tracking the status of matchmaking requests:

  • Polling -- Call DescribeMatchmaking. This

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

  • Notifications -- Get event notifications for

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

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

  • Your client code submits a

StartMatchmaking request for one or more players and tracks the status of the request ticket.

  • FlexMatch uses this ticket and others in process to build

an acceptable match. When a potential match is identified, all tickets in the proposed match are advanced to the next status.

  • If the match requires

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

  • Once a match is proposed and accepted, the matchmaking

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

  • When the match is

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

Learn more Add FlexMatch to a Game Client (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html) Set Up FlexMatch Event Notification (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html) FlexMatch Integration Roadmap (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-tasks.html) How GameLift FlexMatch Works (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html) Related operations

  • StartMatchmaking ()

  • DescribeMatchmaking ()

* StopMatchmaking ()

  • AcceptMatch ()

  • StartMatchBackfill ()

func (*Client) StopFleetActions

func (c *Client) StopFleetActions(ctx context.Context, params *StopFleetActionsInput, optFns ...func(*Options)) (*StopFleetActionsOutput, error)

Suspends activity on a fleet. Currently, this operation is used to stop a fleet's auto-scaling activity. It is used to temporarily stop triggering scaling events. The policies can be retained and auto-scaling activity can be restarted using StartFleetActions (). You can view a fleet's stopped actions using DescribeFleetAttributes (). To stop fleet actions, specify the fleet ID and the type of actions to suspend. When auto-scaling fleet actions are stopped, Amazon GameLift no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity (). Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

  • CreateFleet ()

  • ListFleets ()

  • DeleteFleet

()

  • DescribeFleetAttributes ()

  • UpdateFleetAttributes ()

    *

StartFleetActions () or StopFleetActions ()

func (*Client) StopGameSessionPlacement

func (c *Client) StopGameSessionPlacement(ctx context.Context, params *StopGameSessionPlacementInput, optFns ...func(*Options)) (*StopGameSessionPlacementOutput, error)

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

  • CreateGameSession ()

  • DescribeGameSessions ()

* DescribeGameSessionDetails ()

  • SearchGameSessions ()

    *

UpdateGameSession ()

  • GetGameSessionLogUrl ()

  • Game session

placements

  • StartGameSessionPlacement ()

    *

DescribeGameSessionPlacement ()

  • StopGameSessionPlacement ()

func (*Client) StopMatchmaking

func (c *Client) StopMatchmaking(ctx context.Context, params *StopMatchmakingInput, optFns ...func(*Options)) (*StopMatchmakingOutput, error)

Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED. This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server. If the action is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body). Learn more Add FlexMatch to a Game Client (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html) Related operations

  • StartMatchmaking ()

  • DescribeMatchmaking ()

* StopMatchmaking ()

  • AcceptMatch ()

  • StartMatchBackfill ()

func (*Client) SuspendGameServerGroup

func (c *Client) SuspendGameServerGroup(ctx context.Context, params *SuspendGameServerGroupInput, optFns ...func(*Options)) (*SuspendGameServerGroupOutput, error)

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Temporarily stops activity on a game server group without terminating instances or the game server group. Activity can be restarted by calling ResumeGameServerGroup (). Activities that can suspended are:

  • Instance type replacement. This activity evaluates the

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

To suspend activity, specify a game server group ARN and the type of activity to be suspended. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html) Related operations

  • CreateGameServerGroup ()

  • ListGameServerGroups

()

  • DescribeGameServerGroup ()

  • UpdateGameServerGroup ()

    *

DeleteGameServerGroup ()

  • ResumeGameServerGroup ()

    *

SuspendGameServerGroup ()

func (*Client) TagResource

func (c *Client) TagResource(ctx context.Context, params *TagResourceInput, optFns ...func(*Options)) (*TagResourceOutput, error)

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

  • Build

  • Script

    *

Fleet

  • Alias

  • GameSessionQueue

  • MatchmakingConfiguration

* MatchmakingRuleSet

To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource. Learn more Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS General Reference AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) Related operations

  • TagResource ()

  • UntagResource ()

    *

ListTagsForResource ()

func (*Client) UntagResource

func (c *Client) UntagResource(ctx context.Context, params *UntagResourceInput, optFns ...func(*Options)) (*UntagResourceOutput, error)

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

  • Build

  • Script

  • Fleet

  • Alias

    *

GameSessionQueue

  • MatchmakingConfiguration

  • MatchmakingRuleSet

To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This action succeeds even if the list includes tags that are not currently assigned to the specified resource. Learn more Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS General Reference AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) Related operations

  • TagResource ()

  • UntagResource ()

    *

ListTagsForResource ()

func (*Client) UpdateAlias

func (c *Client) UpdateAlias(ctx context.Context, params *UpdateAliasInput, optFns ...func(*Options)) (*UpdateAliasOutput, error)

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

  • CreateAlias ()

  • ListAliases ()

    *

DescribeAlias ()

  • UpdateAlias ()

  • DeleteAlias ()

  • ResolveAlias

()

func (*Client) UpdateBuild

func (c *Client) UpdateBuild(ctx context.Context, params *UpdateBuildInput, optFns ...func(*Options)) (*UpdateBuildOutput, error)

Updates metadata in a build resource, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned. Learn more Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) Related operations

  • CreateBuild ()

  • ListBuilds ()

    *

DescribeBuild ()

  • UpdateBuild ()

  • DeleteBuild ()

func (*Client) UpdateFleetAttributes

func (c *Client) UpdateFleetAttributes(ctx context.Context, params *UpdateFleetAttributesInput, optFns ...func(*Options)) (*UpdateFleetAttributesOutput, error)

Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values that you want to change. If successful, the fleet ID for the updated fleet is returned. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

  • CreateFleet ()

  • ListFleets ()

  • DeleteFleet

()

  • DescribeFleetAttributes ()

  • Update fleets:

    *

UpdateFleetAttributes ()

  • UpdateFleetCapacity ()

    *

UpdateFleetPortSettings ()

  • UpdateRuntimeConfiguration ()

    *

StartFleetActions () or StopFleetActions ()

func (*Client) UpdateFleetCapacity

func (c *Client) UpdateFleetCapacity(ctx context.Context, params *UpdateFleetCapacityInput, optFns ...func(*Options)) (*UpdateFleetCapacityOutput, error)

Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits () to get the maximum capacity based on the fleet's EC2 instance type. Specify minimum and maximum number of instances. Amazon GameLift will not change fleet capacity to values fall outside of this range. This is particularly important when using auto-scaling (see PutScalingPolicy ()) to allow capacity to adjust based on player demand while imposing limits on automatic adjustments. To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity (). If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

  • CreateFleet ()

  • ListFleets ()

  • DeleteFleet

()

  • DescribeFleetAttributes ()

  • Update fleets:

    *

UpdateFleetAttributes ()

  • UpdateFleetCapacity ()

    *

UpdateFleetPortSettings ()

  • UpdateRuntimeConfiguration ()

    *

StartFleetActions () or StopFleetActions ()

func (*Client) UpdateFleetPortSettings

func (c *Client) UpdateFleetPortSettings(ctx context.Context, params *UpdateFleetPortSettingsInput, optFns ...func(*Options)) (*UpdateFleetPortSettingsOutput, error)

Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

  • CreateFleet ()

  • ListFleets ()

  • DeleteFleet

()

  • DescribeFleetAttributes ()

  • Update fleets:

    *

UpdateFleetAttributes ()

  • UpdateFleetCapacity ()

    *

UpdateFleetPortSettings ()

  • UpdateRuntimeConfiguration ()

    *

StartFleetActions () or StopFleetActions ()

func (*Client) UpdateGameServer

func (c *Client) UpdateGameServer(ctx context.Context, params *UpdateGameServerInput, optFns ...func(*Options)) (*UpdateGameServerOutput, error)

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

  • To update the game server's

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

  • To

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

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

Once a game server is successfully updated, the relevant statuses and timestamps are updated. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html) Related operations

  • RegisterGameServer ()

  • ListGameServers ()

    *

ClaimGameServer ()

  • DescribeGameServer ()

  • UpdateGameServer ()

* DeregisterGameServer ()

func (*Client) UpdateGameServerGroup

func (c *Client) UpdateGameServerGroup(ctx context.Context, params *UpdateGameServerGroupInput, optFns ...func(*Options)) (*UpdateGameServerGroupOutput, error)

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Updates GameLift FleetIQ-specific properties for a game server group. These properties include instance rebalancing and game server protection. Many Auto Scaling group properties are updated directly. These include autoscaling policies, minimum/maximum/desired instance counts, and launch template. To update the game server group, specify the game server group ID and provide the updated values. Updated properties are validated to ensure that GameLift FleetIQ can continue to perform its core instance rebalancing activity. When you change Auto Scaling group properties directly and the changes cause errors with GameLift FleetIQ activities, an alert is sent. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html)Updating a GameLift FleetIQ-Linked Auto Scaling Group (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-asgroups.html) Related operations

  • CreateGameServerGroup ()

  • ListGameServerGroups

()

  • DescribeGameServerGroup ()

  • UpdateGameServerGroup ()

    *

DeleteGameServerGroup ()

  • ResumeGameServerGroup ()

    *

SuspendGameServerGroup ()

func (*Client) UpdateGameSession

func (c *Client) UpdateGameSession(ctx context.Context, params *UpdateGameSessionInput, optFns ...func(*Options)) (*UpdateGameSessionOutput, error)

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

*

CreateGameSession ()

  • DescribeGameSessions ()

    *

DescribeGameSessionDetails ()

  • SearchGameSessions ()

    *

UpdateGameSession ()

  • GetGameSessionLogUrl ()

  • Game session

placements

  • StartGameSessionPlacement ()

    *

DescribeGameSessionPlacement ()

  • StopGameSessionPlacement ()

func (*Client) UpdateGameSessionQueue

func (c *Client) UpdateGameSessionQueue(ctx context.Context, params *UpdateGameSessionQueueInput, optFns ...func(*Options)) (*UpdateGameSessionQueueOutput, error)

Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations. Learn more Using Multi-Region Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html) Related operations

  • CreateGameSessionQueue ()

    *

DescribeGameSessionQueues ()

  • UpdateGameSessionQueue ()

    *

DeleteGameSessionQueue ()

func (*Client) UpdateMatchmakingConfiguration

func (c *Client) UpdateMatchmakingConfiguration(ctx context.Context, params *UpdateMatchmakingConfigurationInput, optFns ...func(*Options)) (*UpdateMatchmakingConfigurationOutput, error)

Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings. Learn more Design a FlexMatch Matchmaker (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html) Related operations

  • CreateMatchmakingConfiguration ()

    *

DescribeMatchmakingConfigurations ()

  • UpdateMatchmakingConfiguration ()

* DeleteMatchmakingConfiguration ()

  • CreateMatchmakingRuleSet ()

    *

DescribeMatchmakingRuleSets ()

  • ValidateMatchmakingRuleSet ()

    *

DeleteMatchmakingRuleSet ()

func (*Client) UpdateRuntimeConfiguration

func (c *Client) UpdateRuntimeConfiguration(ctx context.Context, params *UpdateRuntimeConfigurationInput, optFns ...func(*Options)) (*UpdateRuntimeConfigurationOutput, error)

Updates the current runtime configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in an ACTIVE status. To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration object with an updated set of server process configurations. Each instance in a Amazon GameLift fleet checks regularly for an updated runtime configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; runtime configuration changes are applied gradually as existing processes shut down and new processes are launched during Amazon GameLift's normal process recycling activity. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

  • CreateFleet ()

  • ListFleets ()

  • DeleteFleet

()

  • DescribeFleetAttributes ()

  • Update fleets:

    *

UpdateFleetAttributes ()

  • UpdateFleetCapacity ()

    *

UpdateFleetPortSettings ()

  • UpdateRuntimeConfiguration ()

    *

StartFleetActions () or StopFleetActions ()

func (*Client) UpdateScript

func (c *Client) UpdateScript(ctx context.Context, params *UpdateScriptInput, optFns ...func(*Options)) (*UpdateScriptOutput, error)

Updates Realtime script metadata and content. To update script metadata, specify the script ID and provide updated name and/or version values. To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script. If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions. Learn more Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html) Related operations

  • CreateScript ()

  • ListScripts ()

    *

DescribeScript ()

  • UpdateScript ()

  • DeleteScript ()

func (*Client) ValidateMatchmakingRuleSet

func (c *Client) ValidateMatchmakingRuleSet(ctx context.Context, params *ValidateMatchmakingRuleSetInput, optFns ...func(*Options)) (*ValidateMatchmakingRuleSetOutput, error)

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

  • Build a Rule Set

(https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html)

Related operations

  • CreateMatchmakingConfiguration ()

    *

DescribeMatchmakingConfigurations ()

  • UpdateMatchmakingConfiguration ()

* DeleteMatchmakingConfiguration ()

  • CreateMatchmakingRuleSet ()

    *

DescribeMatchmakingRuleSets ()

  • ValidateMatchmakingRuleSet ()

    *

DeleteMatchmakingRuleSet ()

type CreateAliasInput

type CreateAliasInput struct {
	// A descriptive label that is associated with an alias. Alias names do not need to
	// be unique.
	Name *string
	// A list of labels to assign to the new alias resource. Tags are developer-defined
	// key-value pairs. Tagging AWS resources are useful for resource management,
	// access management and cost allocation. For more information, see  Tagging AWS
	// Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in
	// the AWS General Reference. Once the resource is created, you can use TagResource
	// (), UntagResource (), and ListTagsForResource () to add, remove, and view tags.
	// The maximum tag limit may be lower than stated. See the AWS General Reference
	// for actual tagging limits.
	Tags []*types.Tag
	// A human-readable description of the alias.
	Description *string
	// The routing configuration, including routing type and fleet target, for the
	// alias.
	RoutingStrategy *types.RoutingStrategy
}

Represents the input for a request action.

type CreateAliasOutput

type CreateAliasOutput struct {
	// The newly created alias resource.
	Alias *types.Alias

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type CreateBuildInput

type CreateBuildInput struct {
	// Information indicating where your game build files are stored. Use this
	// parameter only when creating a build with files stored in an S3 bucket that you
	// own. The storage location must specify an S3 bucket name and key. The location
	// must also specify a role ARN that you set up to allow Amazon GameLift to access
	// your S3 bucket. The S3 bucket and your new build must be in the same Region.
	StorageLocation *types.S3Location
	// A descriptive label that is associated with a build. Build names do not need to
	// be unique. You can use UpdateBuild () to change this value later.
	Name *string
	// The operating system that the game server binaries are built to run on. This
	// value determines the type of fleet resources that you can use for this build. If
	// your game build contains multiple executables, they all must run on the same
	// operating system. If an operating system is not specified when creating a build,
	// Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be
	// changed later.
	OperatingSystem types.OperatingSystem
	// A list of labels to assign to the new build resource. Tags are developer-defined
	// key-value pairs. Tagging AWS resources are useful for resource management,
	// access management and cost allocation. For more information, see  Tagging AWS
	// Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in
	// the AWS General Reference. Once the resource is created, you can use TagResource
	// (), UntagResource (), and ListTagsForResource () to add, remove, and view tags.
	// The maximum tag limit may be lower than stated. See the AWS General Reference
	// for actual tagging limits.
	Tags []*types.Tag
	// Version information that is associated with a build or script. Version strings
	// do not need to be unique. You can use UpdateBuild () to change this value later.
	Version *string
}

Represents the input for a request action.

type CreateBuildOutput

type CreateBuildOutput struct {
	// Amazon S3 location for your game build file, including bucket name and key.
	StorageLocation *types.S3Location
	// The newly created build resource, including a unique build IDs and status.
	Build *types.Build
	// This element is returned only when the operation is called without a storage
	// location. It contains credentials to use when you are uploading a build file to
	// an S3 bucket that is owned by Amazon GameLift. Credentials have a limited life
	// span. To refresh these credentials, call RequestUploadCredentials ().
	UploadCredentials *types.AwsCredentials

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type CreateFleetInput

type CreateFleetInput struct {
	// A unique identifier for the AWS account with the VPC that you want to peer your
	// Amazon GameLift fleet with. You can find your account ID in the AWS Management
	// Console under account settings.
	PeerVpcAwsAccountId *string
	// Instructions for launching server processes on each instance in the fleet.
	// Server processes run either a custom game build executable or a Realtime script.
	// The runtime configuration defines the server executables or launch script file,
	// launch parameters, and the number of processes to run concurrently on each
	// instance. When creating a fleet, the runtime configuration must have at least
	// one server process configuration; otherwise the request fails with an invalid
	// request exception. (This parameter replaces the parameters ServerLaunchPath and
	// ServerLaunchParameters, although requests that contain values for these
	// parameters instead of a runtime configuration will continue to work.) This
	// parameter is required unless the parameters ServerLaunchPath and
	// ServerLaunchParameters are defined. Runtime configuration replaced these
	// parameters, but fleets that use them will continue to work.
	RuntimeConfiguration *types.RuntimeConfiguration
	// A unique identifier for an AWS IAM role that manages access to your AWS
	// services. With an instance role ARN set, any application that runs on an
	// instance in this fleet can assume the role, including install scripts, server
	// processes, and daemons (background processes). Create a role or look up a role's
	// ARN from the IAM dashboard (https://console.aws.amazon.com/iam/) in the AWS
	// Management Console. Learn more about using on-box credentials for your game
	// servers at  Access external resources from a game server
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html).
	InstanceRoleArn *string
	// A list of labels to assign to the new fleet resource. Tags are developer-defined
	// key-value pairs. Tagging AWS resources are useful for resource management,
	// access management and cost allocation. For more information, see  Tagging AWS
	// Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in
	// the AWS General Reference. Once the resource is created, you can use TagResource
	// (), UntagResource (), and ListTagsForResource () to add, remove, and view tags.
	// The maximum tag limit may be lower than stated. See the AWS General Reference
	// for actual tagging limits.
	Tags []*types.Tag
	// The name of an Amazon CloudWatch metric group to add this fleet to. A metric
	// group aggregates the metrics for all fleets in the group. Specify an existing
	// metric group name, or provide a new name to create a new metric group. A fleet
	// can only be included in one metric group at a time.
	MetricGroups []*string
	// A policy that limits the number of game sessions an individual player can create
	// over a span of time for this fleet.
	ResourceCreationLimitPolicy *types.ResourceCreationLimitPolicy
	// A unique identifier for a build to be deployed on the new fleet. You can use
	// either the build ID or ARN value. The custom game server build must have been
	// successfully uploaded to Amazon GameLift and be in a READY status. This fleet
	// setting cannot be changed once the fleet is created.
	BuildId *string
	// A game session protection policy to apply to all instances in this fleet. If
	// this parameter is not set, instances in this fleet default to no protection. You
	// can change a fleet's protection policy using UpdateFleetAttributes (), but this
	// change will only affect sessions created after the policy change. You can also
	// set protection for individual instances using UpdateGameSession ().
	//
	//     *
	// NoProtection - The game session can be terminated during a scale-down event.
	//
	//
	// * FullProtection - If the game session is in an ACTIVE status, it cannot be
	// terminated during a scale-down event.
	NewGameSessionProtectionPolicy types.ProtectionPolicy
	// A unique identifier for a Realtime script to be deployed on the new fleet. You
	// can use either the script ID or ARN value. The Realtime script must have been
	// successfully uploaded to Amazon GameLift. This fleet setting cannot be changed
	// once the fleet is created.
	ScriptId *string
	// Range of IP addresses and port settings that permit inbound traffic to access
	// game sessions that are running on the fleet. For fleets using a custom game
	// build, this parameter is required before game sessions running on the fleet can
	// accept connections. For Realtime Servers fleets, Amazon GameLift automatically
	// sets TCP and UDP ranges for use by the Realtime servers. You can specify
	// multiple permission settings or add more by updating the fleet.
	EC2InboundPermissions []*types.IpPermission
	// The name of an EC2 instance type that is supported in Amazon GameLift. A fleet
	// instance type determines the computing resources of each instance in the fleet,
	// including CPU, memory, storage, and networking capacity. Amazon GameLift
	// supports the following EC2 instance types. See Amazon EC2 Instance Types
	// (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions.
	EC2InstanceType types.EC2InstanceType
	// A human-readable description of a fleet.
	Description *string
	// This parameter is no longer used. Instead, specify server launch parameters in
	// the RuntimeConfiguration parameter. (Requests that specify a server launch path
	// and launch parameters instead of a runtime configuration will continue to work.)
	ServerLaunchParameters *string
	// 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 types.FleetType
	// Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS
	// certificates are used for encrypting traffic between game clients and game
	// servers running on GameLift. If this parameter is not specified, the default
	// value, DISABLED, is used. This fleet setting cannot be changed once the fleet is
	// created. Learn more at Securing Client/Server Communication
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security).
	// Note: This feature requires the AWS Certificate Manager (ACM) service, which is
	// available in the AWS global partition but not in all other partitions. When
	// working in a partition that does not support this feature, a request for a new
	// fleet with certificate generation results fails with a 4xx unsupported Region
	// error. Valid values include:
	//
	//     * GENERATED - Generate a TLS/SSL certificate
	// for this fleet.
	//
	//     * DISABLED - (default) Do not generate a TLS/SSL
	// certificate for this fleet.
	CertificateConfiguration *types.CertificateConfiguration
	// This parameter is no longer used. Instead, specify a server launch path using
	// the RuntimeConfiguration parameter. Requests that specify a server launch path
	// and launch parameters instead of a runtime configuration will continue to work.
	ServerLaunchPath *string
	// A descriptive label that is associated with a fleet. Fleet names do not need to
	// be unique.
	Name *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
	// A unique identifier for a VPC with resources to be accessed by your Amazon
	// GameLift fleet. The VPC must be in the same Region as your fleet. To look up a
	// VPC ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS
	// Management Console. Learn more about VPC peering in VPC Peering with Amazon
	// GameLift Fleets
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
	PeerVpcId *string
}

Represents the input for a request action.

type CreateFleetOutput

type CreateFleetOutput struct {
	// Properties for the newly created fleet.
	FleetAttributes *types.FleetAttributes

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type CreateGameServerGroupInput

type CreateGameServerGroupInput struct {
	// The maximum number of instances allowed in the EC2 Auto Scaling group. During
	// autoscaling events, GameLift FleetIQ and EC2 do not scale up the group above
	// this maximum.
	MaxSize *int32
	// A list of virtual private cloud (VPC) subnets to use with instances in the game
	// server group. By default, all GameLift FleetIQ-supported availability zones are
	// used; this parameter allows you to specify VPCs that you've set up.
	VpcSubnets []*string
	// A set of EC2 instance types to use when creating instances in the group. The
	// instance definitions must specify at least two different instance types that are
	// supported by GameLift FleetIQ. For more information on instance types, see EC2
	// Instance Types
	// (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html) in the
	// Amazon EC2 User Guide.
	InstanceDefinitions []*types.InstanceDefinition
	// A list of labels to assign to the new game server group resource. Tags are
	// developer-defined key-value pairs. Tagging AWS resources are useful for resource
	// management, access management, and cost allocation. For more information, see
	// Tagging AWS Resources
	// (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS
	// General Reference. Once the resource is created, you can use TagResource (),
	// UntagResource (), and ListTagsForResource () to add, remove, and view tags. The
	// maximum tag limit may be lower than stated. See the AWS General Reference for
	// actual tagging limits.
	Tags []*types.Tag
	// The Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) for an IAM
	// role that allows Amazon GameLift to access your EC2 Auto Scaling groups. The
	// submitted role is validated to ensure that it contains the necessary permissions
	// for game server groups.
	RoleArn *string
	// The fallback balancing method to use for the game server group when Spot
	// instances in a Region become unavailable or are not viable for game hosting.
	// Once triggered, this method remains active until Spot instances can once again
	// be used. Method options include:
	//
	//     * SPOT_ONLY -- If Spot instances are
	// unavailable, the game server group provides no hosting capacity. No new
	// instances are started, and the existing nonviable Spot instances are terminated
	// (once current gameplay ends) and not replaced.
	//
	//     * SPOT_PREFERRED -- If Spot
	// instances are unavailable, the game server group continues to provide hosting
	// capacity by using On-Demand instances. Existing nonviable Spot instances are
	// terminated (once current gameplay ends) and replaced with new On-Demand
	// instances.
	BalancingStrategy types.BalancingStrategy
	// An identifier for the new game server group. This value is used to generate
	// unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ
	// game server group. The name must be unique per Region per AWS account.
	GameServerGroupName *string
	// The minimum number of instances allowed in the EC2 Auto Scaling group. During
	// autoscaling events, GameLift FleetIQ and EC2 do not scale down the group below
	// this minimum. In production, this value should be set to at least 1.
	MinSize *int32
	// Configuration settings to define a scaling policy for the Auto Scaling group
	// that is optimized for game hosting. The scaling policy uses the metric
	// "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can
	// immediately accommodate new games and players. Once the game server and Auto
	// Scaling groups are created, you can update the scaling policy settings directly
	// in Auto Scaling Groups.
	AutoScalingPolicy *types.GameServerGroupAutoScalingPolicy
	// The EC2 launch template that contains configuration settings and game server
	// code to be deployed to all instances in the game server group. You can specify
	// the template using either the template name or ID. For help with creating a
	// launch template, see Creating a Launch Template for an Auto Scaling Group
	// (https://docs.aws.amazon.com/autoscaling/ec2/userguide/create-launch-template.html)
	// in the Amazon EC2 Auto Scaling User Guide.
	LaunchTemplate *types.LaunchTemplateSpecification
	// A flag that indicates whether instances in the game server group are protected
	// from early termination. Unprotected instances that have active game servers
	// running may by terminated during a scale-down event, causing players to be
	// dropped from the game. Protected instances cannot be terminated while there are
	// active game servers running. An exception to this is Spot Instances, which may
	// be terminated by AWS regardless of protection status. This property is set to
	// NO_PROTECTION by default.
	GameServerProtectionPolicy types.GameServerProtectionPolicy
}

type CreateGameServerGroupOutput

type CreateGameServerGroupOutput struct {
	// The newly created game server group object, including the new ARN value for the
	// GameLift FleetIQ game server group and the object's status. The EC2 Auto Scaling
	// group ARN is initially null, since the group has not yet been created. This
	// value is added once the game server group status reaches ACTIVE.
	GameServerGroup *types.GameServerGroup

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type CreateGameSessionInput

type CreateGameSessionInput struct {
	// The maximum number of players that can be connected simultaneously to the game
	// session.
	MaximumPlayerSessionCount *int32
	// A unique identifier for an alias associated with the fleet to create a game
	// session in. You can use either the alias ID or ARN value. Each request must
	// reference either a fleet ID or alias ID, but not both.
	AliasId *string
	// A unique identifier for a player or entity creating the game session. This ID is
	// used to enforce a resource protection policy (if one exists) that limits the
	// number of concurrent active game sessions one player can have.
	CreatorId *string
	// A descriptive label that is associated with a game session. Session names do not
	// need to be unique.
	Name *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 []*types.GameProperty
	// 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
	// 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:::gamesession//.)
	GameSessionId *string
	// A unique identifier for a fleet to create a game session in. You can use either
	// the fleet ID or ARN value. Each request must reference either a fleet ID or
	// alias ID, but not both.
	FleetId *string
	// 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:::gamesession//.) 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
}

Represents the input for a request action.

type CreateGameSessionOutput

type CreateGameSessionOutput struct {
	// Object that describes the newly created game session record.
	GameSession *types.GameSession

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type CreateGameSessionQueueInput

type CreateGameSessionQueueInput struct {
	// A list of labels to assign to the new game session queue resource. Tags are
	// developer-defined key-value pairs. Tagging AWS resources are useful for resource
	// management, access management and cost allocation. For more information, see
	// Tagging AWS Resources
	// (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS
	// General Reference. Once the resource is created, you can use TagResource (),
	// UntagResource (), and ListTagsForResource () to add, remove, and view tags. The
	// maximum tag limit may be lower than stated. See the AWS General Reference for
	// actual tagging limits.
	Tags []*types.Tag
	// A descriptive label that is associated with game session queue. Queue names must
	// be unique within each Region.
	Name *string
	// A list of fleets that can be used to fulfill game session placement requests in
	// the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN.
	// Destinations are listed in default preference order.
	Destinations []*types.GameSessionQueueDestination
	// The maximum time, in seconds, that a new game session placement request remains
	// in the queue. When a request exceeds this time, the game session placement
	// changes to a TIMED_OUT status.
	TimeoutInSeconds *int32
	// A collection of latency policies to apply when processing game sessions
	// placement requests with player latency information. Multiple policies are
	// evaluated in order of the maximum latency value, starting with the lowest
	// latency values. With just one policy, the policy is enforced at the start of the
	// game session placement for the duration period. With multiple policies, each
	// policy is enforced consecutively for its duration period. For example, a queue
	// might enforce a 60-second policy followed by a 120-second policy, and then no
	// policy for the remainder of the placement. A player latency policy must set a
	// value for MaximumIndividualPlayerLatencyMilliseconds. If none is set, this API
	// request fails.
	PlayerLatencyPolicies []*types.PlayerLatencyPolicy
}

Represents the input for a request action.

type CreateGameSessionQueueOutput

type CreateGameSessionQueueOutput struct {
	// An object that describes the newly created game session queue.
	GameSessionQueue *types.GameSessionQueue

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type CreateMatchmakingConfigurationInput

type CreateMatchmakingConfigurationInput struct {
	// A human-readable description of the matchmaking configuration.
	Description *string
	// A set of custom properties for a game session, formatted as key-value pairs.
	// These properties are passed to a game server process in the GameSession ()
	// object with a request to start a new game session (see Start a Game Session
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
	// This information is added to the new GameSession () object that is created for a
	// successful match.
	GameProperties []*types.GameProperty
	// An SNS topic ARN that is set up to receive matchmaking notifications.
	NotificationTarget *string
	// A unique identifier for a matchmaking configuration. This name is used to
	// identify the configuration associated with a matchmaking request or ticket.
	Name *string
	// Information to be added to all events related to this matchmaking configuration.
	CustomEventData *string
	// The maximum duration, in seconds, that a matchmaking ticket can remain in
	// process before timing out. Requests that fail due to timing out can be
	// resubmitted as needed.
	RequestTimeoutSeconds *int32
	// The method used to backfill game sessions that are created with this matchmaking
	// configuration. Specify MANUAL when your game manages backfill requests manually
	// or does not use the match backfill feature. Specify AUTOMATIC to have GameLift
	// create a StartMatchBackfill () request whenever a game session has one or more
	// open slots. Learn more about manual and automatic backfill in  Backfill Existing
	// Games with FlexMatch
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-backfill.html).
	BackfillMode types.BackfillMode
	// The length of time (in seconds) to wait for players to accept a proposed match.
	// If any player rejects the match or fails to accept before the timeout, the
	// ticket continues to look for an acceptable match.
	AcceptanceTimeoutSeconds *int32
	// A unique identifier for a matchmaking rule set to use with this configuration.
	// You can use either the rule set name or ARN value. A matchmaking configuration
	// can only use rule sets that are defined in the same Region.
	RuleSetName *string
	// A flag that determines whether a match that was created with this configuration
	// must be accepted by the matched players. To require acceptance, set to TRUE.
	AcceptanceRequired *bool
	// A set of custom game session properties, formatted as a single string value.
	// This data is passed to a game server process in the GameSession () object with a
	// request to start a new game session (see Start a Game Session
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
	// This information is added to the new GameSession () object that is created for a
	// successful match.
	GameSessionData *string
	// The number of player slots in a match to keep open for future players. For
	// example, assume that the configuration's rule set specifies a match for a single
	// 12-person team. If the additional player count is set to 2, only 10 players are
	// initially selected for the match.
	AdditionalPlayerCount *int32
	// A list of labels to assign to the new matchmaking configuration resource. Tags
	// are developer-defined key-value pairs. Tagging AWS resources are useful for
	// resource management, access management and cost allocation. For more
	// information, see  Tagging AWS Resources
	// (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS
	// General Reference. Once the resource is created, you can use TagResource (),
	// UntagResource (), and ListTagsForResource () to add, remove, and view tags. The
	// maximum tag limit may be lower than stated. See the AWS General Reference for
	// actual tagging limits.
	Tags []*types.Tag
	// Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
	// that is assigned to a GameLift game session queue resource and uniquely
	// identifies it. ARNs are unique across all Regions. These queues are used when
	// placing game sessions for matches that are created with this matchmaking
	// configuration. Queues can be located in any Region.
	GameSessionQueueArns []*string
}

Represents the input for a request action.

type CreateMatchmakingConfigurationOutput

type CreateMatchmakingConfigurationOutput struct {
	// Object that describes the newly created matchmaking configuration.
	Configuration *types.MatchmakingConfiguration

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type CreateMatchmakingRuleSetInput

type CreateMatchmakingRuleSetInput struct {
	// A list of labels to assign to the new matchmaking rule set resource. Tags are
	// developer-defined key-value pairs. Tagging AWS resources are useful for resource
	// management, access management and cost allocation. For more information, see
	// Tagging AWS Resources
	// (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS
	// General Reference. Once the resource is created, you can use TagResource (),
	// UntagResource (), and ListTagsForResource () to add, remove, and view tags. The
	// maximum tag limit may be lower than stated. See the AWS General Reference for
	// actual tagging limits.
	Tags []*types.Tag
	// A collection of matchmaking rules, formatted as a JSON string. Comments are not
	// allowed in JSON, but most elements support a description field.
	RuleSetBody *string
	// A unique identifier for a matchmaking rule set. A matchmaking configuration
	// identifies the rule set it uses by this name value. Note that the rule set name
	// is different from the optional name field in the rule set body.
	Name *string
}

Represents the input for a request action.

type CreateMatchmakingRuleSetOutput

type CreateMatchmakingRuleSetOutput struct {
	// The newly created matchmaking rule set.
	RuleSet *types.MatchmakingRuleSet

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type CreatePlayerSessionInput

type CreatePlayerSessionInput 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
	// A unique identifier for the game session to add a player to.
	GameSessionId *string
	// A unique identifier for a player. Player IDs are developer-defined.
	PlayerId *string
}

Represents the input for a request action.

type CreatePlayerSessionOutput

type CreatePlayerSessionOutput struct {
	// Object that describes the newly created player session record.
	PlayerSession *types.PlayerSession

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type CreatePlayerSessionsInput

type CreatePlayerSessionsInput struct {
	// A unique identifier for the game session to add players to.
	GameSessionId *string
	// List of unique identifiers for the players to be added.
	PlayerIds []*string
	// 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
}

Represents the input for a request action.

type CreatePlayerSessionsOutput

type CreatePlayerSessionsOutput struct {
	// A collection of player session objects created for the added players.
	PlayerSessions []*types.PlayerSession

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type CreateScriptInput

type CreateScriptInput struct {
	// The version that is associated with a build or script. Version strings do not
	// need to be unique. You can use UpdateScript () to change this value later.
	Version *string
	// A descriptive label that is associated with a script. Script names do not need
	// to be unique. You can use UpdateScript () to change this value later.
	Name *string
	// A list of labels to assign to the new script resource. Tags are
	// developer-defined key-value pairs. Tagging AWS resources are useful for resource
	// management, access management and cost allocation. For more information, see
	// Tagging AWS Resources
	// (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS
	// General Reference. Once the resource is created, you can use TagResource (),
	// UntagResource (), and ListTagsForResource () to add, remove, and view tags. The
	// maximum tag limit may be lower than stated. See the AWS General Reference for
	// actual tagging limits.
	Tags []*types.Tag
	// A data object containing your Realtime scripts and dependencies as a zip file.
	// The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
	// When using the AWS CLI tool to create a script, this parameter is set to the zip
	// file name. It must be prepended with the string "fileb://" to indicate that the
	// file data is a binary object. For example: --zip-file
	// fileb://myRealtimeScript.zip.
	ZipFile []byte
	// The location of the Amazon S3 bucket where a zipped file containing your
	// Realtime scripts is stored. The storage location must specify the Amazon S3
	// bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
	// GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
	// same Region where you want to create a new script. By default, Amazon GameLift
	// uploads the latest version of the zip file; if you have S3 object versioning
	// turned on, you can use the ObjectVersion parameter to specify an earlier
	// version.
	StorageLocation *types.S3Location
}

type CreateScriptOutput

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

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type CreateVpcPeeringAuthorizationInput

type CreateVpcPeeringAuthorizationInput struct {
	// A unique identifier for a VPC with resources to be accessed by your Amazon
	// GameLift fleet. The VPC must be in the same Region where your fleet is deployed.
	// Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/)
	// in the AWS Management Console. Learn more about VPC peering in VPC Peering with
	// Amazon GameLift Fleets
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
	PeerVpcId *string
	// A unique identifier for the AWS account that you use to manage your Amazon
	// GameLift fleet. You can find your Account ID in the AWS Management Console under
	// account settings.
	GameLiftAwsAccountId *string
}

Represents the input for a request action.

type CreateVpcPeeringAuthorizationOutput

type CreateVpcPeeringAuthorizationOutput struct {
	// Details on the requested VPC peering authorization, including expiration.
	VpcPeeringAuthorization *types.VpcPeeringAuthorization

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type CreateVpcPeeringConnectionInput

type CreateVpcPeeringConnectionInput struct {
	// A unique identifier for a fleet. You can use either the fleet ID or ARN value.
	// This tells Amazon GameLift which GameLift VPC to peer with.
	FleetId *string
	// A unique identifier for a VPC with resources to be accessed by your Amazon
	// GameLift fleet. The VPC must be in the same Region where your fleet is deployed.
	// Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/)
	// in the AWS Management Console. Learn more about VPC peering in VPC Peering with
	// Amazon GameLift Fleets
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
	PeerVpcId *string
	// A unique identifier for the AWS account with the VPC that you want to peer your
	// Amazon GameLift fleet with. You can find your Account ID in the AWS Management
	// Console under account settings.
	PeerVpcAwsAccountId *string
}

Represents the input for a request action.

type CreateVpcPeeringConnectionOutput

type CreateVpcPeeringConnectionOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteAliasInput

type DeleteAliasInput struct {
	// A unique identifier of the alias that you want to delete. You can use either the
	// alias ID or ARN value.
	AliasId *string
}

Represents the input for a request action.

type DeleteAliasOutput

type DeleteAliasOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteBuildInput

type DeleteBuildInput struct {
	// A unique identifier for a build to delete. You can use either the build ID or
	// ARN value.
	BuildId *string
}

Represents the input for a request action.

type DeleteBuildOutput

type DeleteBuildOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteFleetInput

type DeleteFleetInput struct {
	// A unique identifier for a fleet to be deleted. You can use either the fleet ID
	// or ARN value.
	FleetId *string
}

Represents the input for a request action.

type DeleteFleetOutput

type DeleteFleetOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteGameServerGroupInput

type DeleteGameServerGroupInput struct {
	// The type of delete to perform. Options include:
	//
	//     * SAFE_DELETE – Terminates
	// the game server group and EC2 Auto Scaling group only when it has no game
	// servers that are in IN_USE status.
	//
	//     * FORCE_DELETE – Terminates the game
	// server group, including all active game servers regardless of their utilization
	// status, and the EC2 Auto Scaling group.
	//
	//     * RETAIN – Does a safe delete of
	// the game server group but retains the EC2 Auto Scaling group as is.
	DeleteOption types.GameServerGroupDeleteOption
	// The unique identifier of the game server group to delete. Use either the
	// GameServerGroup () name or ARN value.
	GameServerGroupName *string
}

type DeleteGameServerGroupOutput

type DeleteGameServerGroupOutput struct {
	// An object that describes the deleted game server group resource, with status
	// updated to DELETE_SCHEDULED.
	GameServerGroup *types.GameServerGroup

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteGameSessionQueueInput

type DeleteGameSessionQueueInput struct {
	// A descriptive label that is associated with game session queue. Queue names must
	// be unique within each Region. You can use either the queue ID or ARN value.
	Name *string
}

Represents the input for a request action.

type DeleteGameSessionQueueOutput

type DeleteGameSessionQueueOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteMatchmakingConfigurationInput

type DeleteMatchmakingConfigurationInput struct {
	// A unique identifier for a matchmaking configuration. You can use either the
	// configuration name or ARN value.
	Name *string
}

Represents the input for a request action.

type DeleteMatchmakingConfigurationOutput

type DeleteMatchmakingConfigurationOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteMatchmakingRuleSetInput

type DeleteMatchmakingRuleSetInput struct {
	// A unique identifier for a matchmaking rule set to be deleted. (Note: The rule
	// set name is different from the optional "name" field in the rule set body.) You
	// can use either the rule set name or ARN value.
	Name *string
}

Represents the input for a request action.

type DeleteMatchmakingRuleSetOutput

type DeleteMatchmakingRuleSetOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DeleteScalingPolicyInput

type DeleteScalingPolicyInput struct {
	// A descriptive label that is associated with a scaling policy. Policy names do
	// not need to be unique.
	Name *string
	// A unique identifier for a fleet to be deleted. You can use either the fleet ID
	// or ARN value.
	FleetId *string
}

Represents the input for a request action.

type DeleteScalingPolicyOutput

type DeleteScalingPolicyOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteScriptInput

type DeleteScriptInput struct {
	// A unique identifier for a Realtime script to delete. You can use either the
	// script ID or ARN value.
	ScriptId *string
}

type DeleteScriptOutput

type DeleteScriptOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteVpcPeeringAuthorizationInput

type DeleteVpcPeeringAuthorizationInput struct {
	// A unique identifier for the AWS account that you use to manage your Amazon
	// GameLift fleet. You can find your Account ID in the AWS Management Console under
	// account settings.
	GameLiftAwsAccountId *string
	// A unique identifier for a VPC with resources to be accessed by your Amazon
	// GameLift fleet. The VPC must be in the same Region where your fleet is deployed.
	// Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/)
	// in the AWS Management Console. Learn more about VPC peering in VPC Peering with
	// Amazon GameLift Fleets
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
	PeerVpcId *string
}

Represents the input for a request action.

type DeleteVpcPeeringAuthorizationOutput

type DeleteVpcPeeringAuthorizationOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteVpcPeeringConnectionInput

type DeleteVpcPeeringConnectionInput struct {
	// A unique identifier for a VPC peering connection. This value is included in the
	// VpcPeeringConnection () object, which can be retrieved by calling
	// DescribeVpcPeeringConnections ().
	VpcPeeringConnectionId *string
	// A unique identifier for a fleet. This fleet specified must match the fleet
	// referenced in the VPC peering connection record. You can use either the fleet ID
	// or ARN value.
	FleetId *string
}

Represents the input for a request action.

type DeleteVpcPeeringConnectionOutput

type DeleteVpcPeeringConnectionOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeregisterGameServerInput

type DeregisterGameServerInput struct {
	// An identifier for the game server group where the game server to be
	// de-registered is running. Use either the GameServerGroup () name or ARN value.
	GameServerGroupName *string
	// The identifier for the game server to be de-registered.
	GameServerId *string
}

type DeregisterGameServerOutput

type DeregisterGameServerOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DescribeAliasInput

type DescribeAliasInput struct {
	// The unique identifier for the fleet alias that you want to retrieve. You can use
	// either the alias ID or ARN value.
	AliasId *string
}

Represents the input for a request action.

type DescribeAliasOutput

type DescribeAliasOutput struct {
	// The requested alias resource.
	Alias *types.Alias

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DescribeBuildInput

type DescribeBuildInput struct {
	// A unique identifier for a build to retrieve properties for. You can use either
	// the build ID or ARN value.
	BuildId *string
}

Represents the input for a request action.

type DescribeBuildOutput

type DescribeBuildOutput struct {
	// Set of properties describing the requested build.
	Build *types.Build

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DescribeEC2InstanceLimitsInput

type DescribeEC2InstanceLimitsInput struct {
	// Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
	// instance type determines the computing resources of each instance in the fleet,
	// including CPU, memory, storage, and networking capacity. Amazon GameLift
	// supports the following EC2 instance types. See Amazon EC2 Instance Types
	// (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. Leave
	// this parameter blank to retrieve limits for all types.
	EC2InstanceType types.EC2InstanceType
}

Represents the input for a request action.

type DescribeEC2InstanceLimitsOutput

type DescribeEC2InstanceLimitsOutput struct {
	// The maximum number of instances for the specified instance type.
	EC2InstanceLimits []*types.EC2InstanceLimit

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DescribeFleetAttributesInput

type DescribeFleetAttributesInput struct {
	// A list of unique fleet identifiers to retrieve attributes for. You can use
	// either the fleet ID or ARN value. To retrieve attributes for all current fleets,
	// do not include this parameter. If the list of fleet identifiers includes fleets
	// that don't currently exist, the request succeeds but no attributes for that
	// fleet are returned.
	FleetIds []*string
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. This parameter is ignored when the
	// request specifies one or a list of fleet IDs.
	Limit *int32
	// 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
}

Represents the input for a request action.

type DescribeFleetAttributesOutput

type DescribeFleetAttributesOutput struct {
	// A collection of objects containing attribute metadata for each requested fleet
	// ID. Attribute objects are returned only for fleets that currently exist.
	FleetAttributes []*types.FleetAttributes
	// 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

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DescribeFleetCapacityInput

type DescribeFleetCapacityInput struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. This parameter is ignored when the
	// request specifies one or a list of fleet IDs.
	Limit *int32
	// A unique identifier for a fleet(s) to retrieve capacity information for. You can
	// use either the fleet ID or ARN value.
	FleetIds []*string
	// Token that indicates the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To 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
}

Represents the input for a request action.

type DescribeFleetCapacityOutput

type DescribeFleetCapacityOutput struct {
	// A collection of objects containing capacity information for each requested fleet
	// ID. Leave this parameter empty to retrieve capacity information for all fleets.
	FleetCapacity []*types.FleetCapacity
	// 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

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DescribeFleetEventsInput

type DescribeFleetEventsInput struct {
	// Most recent date to retrieve event logs for. If no end time is specified, this
	// call returns entries from the specified start time up to the present. Format is
	// a number expressed in Unix time as milliseconds (ex: "1469498468.057").
	EndTime *time.Time
	// 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
	// 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
	// A unique identifier for a fleet to get event logs for. You can use either the
	// fleet ID or ARN value.
	FleetId *string
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32
}

Represents the input for a request action.

type DescribeFleetEventsOutput

type DescribeFleetEventsOutput 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
	// A collection of objects containing event log entries for the specified fleet.
	Events []*types.Event

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DescribeFleetPortSettingsInput

type DescribeFleetPortSettingsInput struct {
	// A unique identifier for a fleet to retrieve port settings for. You can use
	// either the fleet ID or ARN value.
	FleetId *string
}

Represents the input for a request action.

type DescribeFleetPortSettingsOutput

type DescribeFleetPortSettingsOutput struct {
	// The port settings for the requested fleet ID.
	InboundPermissions []*types.IpPermission

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DescribeFleetUtilizationInput

type DescribeFleetUtilizationInput struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. This parameter is ignored when the
	// request specifies one or a list of fleet IDs.
	Limit *int32
	// 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
	// A unique identifier for a fleet(s) to retrieve utilization data for. You can use
	// either the fleet ID or ARN value. To retrieve attributes for all current fleets,
	// do not include this parameter. If the list of fleet identifiers includes fleets
	// that don't currently exist, the request succeeds but no attributes for that
	// fleet are returned.
	FleetIds []*string
}

Represents the input for a request action.

type DescribeFleetUtilizationOutput

type DescribeFleetUtilizationOutput 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
	// A collection of objects containing utilization information for each requested
	// fleet ID.
	FleetUtilization []*types.FleetUtilization

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DescribeGameServerGroupInput

type DescribeGameServerGroupInput struct {
	// The unique identifier for the game server group being requested. Use either the
	// GameServerGroup () name or ARN value.
	GameServerGroupName *string
}

type DescribeGameServerGroupOutput

type DescribeGameServerGroupOutput struct {
	// An object that describes the requested game server group resource.
	GameServerGroup *types.GameServerGroup

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DescribeGameServerInput

type DescribeGameServerInput struct {
	// The identifier for the game server to be retrieved.
	GameServerId *string
	// An identifier for the game server group where the game server is running. Use
	// either the GameServerGroup () name or ARN value.
	GameServerGroupName *string
}

type DescribeGameServerOutput

type DescribeGameServerOutput struct {
	// Object that describes the requested game server resource.
	GameServer *types.GameServer

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DescribeGameSessionDetailsInput

type DescribeGameSessionDetailsInput struct {
	// A unique identifier for a fleet to retrieve all game sessions active on the
	// fleet. You can use either the fleet ID or ARN value.
	FleetId *string
	// A unique identifier for an alias associated with the fleet to retrieve all game
	// sessions for. You can use either the alias ID or ARN value.
	AliasId *string
	// Game session status to filter results on. Possible game session statuses include
	// ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are transitory).
	StatusFilter *string
	// Token that indicates the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To start at the
	// beginning of the result set, do not specify a value.
	NextToken *string
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32
	// A unique identifier for the game session to retrieve.
	GameSessionId *string
}

Represents the input for a request action.

type DescribeGameSessionDetailsOutput

type DescribeGameSessionDetailsOutput 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
	// A collection of objects containing game session properties and the protection
	// policy currently in force for each session matching the request.
	GameSessionDetails []*types.GameSessionDetail

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DescribeGameSessionPlacementInput

type DescribeGameSessionPlacementInput struct {
	// A unique identifier for a game session placement to retrieve.
	PlacementId *string
}

Represents the input for a request action.

type DescribeGameSessionPlacementOutput

type DescribeGameSessionPlacementOutput struct {
	// Object that describes the requested game session placement.
	GameSessionPlacement *types.GameSessionPlacement

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DescribeGameSessionQueuesInput

type DescribeGameSessionQueuesInput struct {
	// A list of queue names to retrieve information for. You can use either the queue
	// ID or ARN value. To request settings for all queues, leave this parameter empty.
	Names []*string
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32
	// A token that indicates the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To start at the
	// beginning of the result set, do not specify a value.
	NextToken *string
}

Represents the input for a request action.

type DescribeGameSessionQueuesOutput

type DescribeGameSessionQueuesOutput struct {
	// A collection of objects that describe the requested game session queues.
	GameSessionQueues []*types.GameSessionQueue
	// A token that indicates where to resume retrieving results on the next call to
	// this action. If no token is returned, these results represent the end of the
	// list.
	NextToken *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DescribeGameSessionsInput

type DescribeGameSessionsInput struct {
	// A unique identifier for a fleet to retrieve all game sessions for. You can use
	// either the fleet ID or ARN value.
	FleetId *string
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32
	// 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
	// A unique identifier for the game session to retrieve.
	GameSessionId *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
	// A unique identifier for an alias associated with the fleet to retrieve all game
	// sessions for. You can use either the alias ID or ARN value.
	AliasId *string
}

Represents the input for a request action.

type DescribeGameSessionsOutput

type DescribeGameSessionsOutput struct {
	// A collection of objects containing game session properties for each session
	// matching the request.
	GameSessions []*types.GameSession
	// 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

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DescribeInstancesInput

type DescribeInstancesInput struct {
	// 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
	// A unique identifier for a fleet to retrieve instance information for. You can
	// use either the fleet ID or ARN value.
	FleetId *string
	// A unique identifier for an instance to retrieve. Specify an instance ID or leave
	// blank to retrieve all instances in the fleet.
	InstanceId *string
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32
}

Represents the input for a request action.

type DescribeInstancesOutput

type DescribeInstancesOutput struct {
	// A collection of objects containing properties for each instance returned.
	Instances []*types.Instance
	// 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

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DescribeMatchmakingConfigurationsInput

type DescribeMatchmakingConfigurationsInput struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. This parameter is limited to 10.
	Limit *int32
	// A token that indicates the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To start at the
	// beginning of the result set, do not specify a value.
	NextToken *string
	// A unique identifier for a matchmaking rule set. You can use either the rule set
	// name or ARN value. Use this parameter to retrieve all matchmaking configurations
	// that use this rule set.
	RuleSetName *string
	// A unique identifier for a matchmaking configuration(s) to retrieve. You can use
	// either the configuration name or ARN value. To request all existing
	// configurations, leave this parameter empty.
	Names []*string
}

Represents the input for a request action.

type DescribeMatchmakingConfigurationsOutput

type DescribeMatchmakingConfigurationsOutput struct {
	// A token that indicates where to resume retrieving results on the next call to
	// this action. If no token is returned, these results represent the end of the
	// list.
	NextToken *string
	// A collection of requested matchmaking configurations.
	Configurations []*types.MatchmakingConfiguration

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DescribeMatchmakingInput

type DescribeMatchmakingInput struct {
	// A unique identifier for a matchmaking ticket. You can include up to 10 ID
	// values.
	TicketIds []*string
}

Represents the input for a request action.

type DescribeMatchmakingOutput

type DescribeMatchmakingOutput struct {
	// A collection of existing matchmaking ticket objects matching the request.
	TicketList []*types.MatchmakingTicket

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DescribeMatchmakingRuleSetsInput

type DescribeMatchmakingRuleSetsInput struct {
	// A list of one or more matchmaking rule set names to retrieve details for. (Note:
	// The rule set name is different from the optional "name" field in the rule set
	// body.) You can use either the rule set name or ARN value.
	Names []*string
	// A token that indicates the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To start at the
	// beginning of the result set, do not specify a value.
	NextToken *string
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32
}

Represents the input for a request action.

type DescribeMatchmakingRuleSetsOutput

type DescribeMatchmakingRuleSetsOutput struct {
	// A collection of requested matchmaking rule set objects.
	RuleSets []*types.MatchmakingRuleSet
	// A token that indicates where to resume retrieving results on the next call to
	// this action. If no token is returned, these results represent the end of the
	// list.
	NextToken *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DescribePlayerSessionsInput

type DescribePlayerSessionsInput struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. If a player session ID is specified,
	// this parameter is ignored.
	Limit *int32
	// A unique identifier for a player to retrieve player sessions for.
	PlayerId *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
	// 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
	// A unique identifier for the game session to retrieve player sessions for.
	GameSessionId *string
	// A unique identifier for a player session to retrieve.
	PlayerSessionId *string
}

Represents the input for a request action.

type DescribePlayerSessionsOutput

type DescribePlayerSessionsOutput struct {
	// Token that indicates where to resume retrieving results on the next call to this
	// action. If no token is returned, these results represent the end of the list.
	NextToken *string
	// A collection of objects containing properties for each player session that
	// matches the request.
	PlayerSessions []*types.PlayerSession

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DescribeRuntimeConfigurationInput

type DescribeRuntimeConfigurationInput struct {
	// A unique identifier for a fleet to get the runtime configuration for. You can
	// use either the fleet ID or ARN value.
	FleetId *string
}

Represents the input for a request action.

type DescribeRuntimeConfigurationOutput

type DescribeRuntimeConfigurationOutput struct {
	// Instructions describing how server processes should be launched and maintained
	// on each instance in the fleet.
	RuntimeConfiguration *types.RuntimeConfiguration

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DescribeScalingPoliciesInput

type DescribeScalingPoliciesInput struct {
	// A unique identifier for a fleet to retrieve scaling policies for. You can use
	// either the fleet ID or ARN value.
	FleetId *string
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32
	// 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
	// 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 types.ScalingStatusType
}

Represents the input for a request action.

type DescribeScalingPoliciesOutput

type DescribeScalingPoliciesOutput struct {
	// A collection of objects containing the scaling policies matching the request.
	ScalingPolicies []*types.ScalingPolicy
	// 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

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type DescribeScriptInput

type DescribeScriptInput struct {
	// A unique identifier for a Realtime script to retrieve properties for. You can
	// use either the script ID or ARN value.
	ScriptId *string
}

type DescribeScriptOutput

type DescribeScriptOutput struct {
	// A set of properties describing the requested script.
	Script *types.Script

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DescribeVpcPeeringAuthorizationsInput

type DescribeVpcPeeringAuthorizationsInput struct {
}

type DescribeVpcPeeringAuthorizationsOutput

type DescribeVpcPeeringAuthorizationsOutput struct {
	// A collection of objects that describe all valid VPC peering operations for the
	// current AWS account.
	VpcPeeringAuthorizations []*types.VpcPeeringAuthorization

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DescribeVpcPeeringConnectionsInput

type DescribeVpcPeeringConnectionsInput struct {
	// A unique identifier for a fleet. You can use either the fleet ID or ARN value.
	FleetId *string
}

Represents the input for a request action.

type DescribeVpcPeeringConnectionsOutput

type DescribeVpcPeeringConnectionsOutput struct {
	// A collection of VPC peering connection records that match the request.
	VpcPeeringConnections []*types.VpcPeeringConnection

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type EndpointResolver

type EndpointResolver interface {
	ResolveEndpoint(region string, options ResolverOptions) (aws.Endpoint, error)
}

EndpointResolver interface for resolving service endpoints.

func WithEndpointResolver

func WithEndpointResolver(awsResolver aws.EndpointResolver, fallbackResolver EndpointResolver) EndpointResolver

WithEndpointResolver returns an EndpointResolver that first delegates endpoint resolution to the awsResolver. If awsResolver returns aws.EndpointNotFoundError error, the resolver will use the the provided fallbackResolver for resolution. awsResolver and fallbackResolver must not be nil

type EndpointResolverFunc

type EndpointResolverFunc func(region string, options ResolverOptions) (aws.Endpoint, error)

EndpointResolverFunc is a helper utility that wraps a function so it satisfies the EndpointResolver interface. This is useful when you want to add additional endpoint resolving logic, or stub out specific endpoints with custom values.

func (EndpointResolverFunc) ResolveEndpoint

func (fn EndpointResolverFunc) ResolveEndpoint(region string, options ResolverOptions) (endpoint aws.Endpoint, err error)

type GetGameSessionLogUrlInput

type GetGameSessionLogUrlInput struct {
	// A unique identifier for the game session to get logs for.
	GameSessionId *string
}

Represents the input for a request action.

type GetGameSessionLogUrlOutput

type GetGameSessionLogUrlOutput struct {
	// Location of the requested game session logs, available for download. This URL is
	// valid for 15 minutes, after which S3 will reject any download request using this
	// URL. You can request a new URL any time within the 14-day period that the logs
	// are retained.
	PreSignedUrl *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type GetInstanceAccessInput

type GetInstanceAccessInput struct {
	// A unique identifier for a fleet that contains the instance you want access to.
	// You can use either the fleet ID or ARN value. The fleet can be in any of the
	// following statuses: ACTIVATING, ACTIVE, or ERROR. Fleets with an ERROR status
	// may be accessible for a short time before they are deleted.
	FleetId *string
	// A unique identifier for an instance you want to get access to. You can access an
	// instance in any status.
	InstanceId *string
}

Represents the input for a request action.

type GetInstanceAccessOutput

type GetInstanceAccessOutput struct {
	// The connection information for a fleet instance, including IP address and access
	// credentials.
	InstanceAccess *types.InstanceAccess

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type HTTPClient

type HTTPClient interface {
	Do(*http.Request) (*http.Response, error)
}

type HTTPSignerV4

type HTTPSignerV4 interface {
	SignHTTP(ctx context.Context, credentials aws.Credentials, r *http.Request, payloadHash string, service string, region string, signingTime time.Time) error
}

type ListAliasesInput

type ListAliasesInput struct {
	// The routing type to filter results on. Use this parameter to retrieve only
	// aliases with a certain routing type. To retrieve all aliases, leave this
	// parameter empty. Possible routing types include the following:
	//
	//     * SIMPLE --
	// The alias resolves to one specific fleet. Use this type when routing to active
	// fleets.
	//
	//     * TERMINAL -- The alias does not resolve to a fleet but instead can
	// be used to display a message to the user. A terminal alias throws a
	// TerminalRoutingStrategyException with the RoutingStrategy () message embedded.
	RoutingStrategyType types.RoutingStrategyType
	// A descriptive label that is associated with an alias. Alias names do not need to
	// be unique.
	Name *string
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32
	// A token that indicates the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To start at the
	// beginning of the result set, do not specify a value.
	NextToken *string
}

Represents the input for a request action.

type ListAliasesOutput

type ListAliasesOutput struct {
	// A token that indicates where to resume retrieving results on the next call to
	// this action. If no token is returned, these results represent the end of the
	// list.
	NextToken *string
	// A collection of alias resources that match the request parameters.
	Aliases []*types.Alias

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type ListBuildsInput

type ListBuildsInput struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32
	// Build status to filter results by. To retrieve all builds, leave this parameter
	// empty. Possible build statuses include the following:
	//
	//     * INITIALIZED -- A
	// new build has been defined, but no files have been uploaded. You cannot create
	// fleets for builds that are in this status. When a build is successfully created,
	// the build status is set to this value.
	//
	//     * READY -- The game build has been
	// successfully uploaded. You can now create new fleets for this build.
	//
	//     *
	// FAILED -- The game build upload failed. You cannot create new fleets for this
	// build.
	Status types.BuildStatus
	// 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
}

Represents the input for a request action.

type ListBuildsOutput

type ListBuildsOutput struct {
	// A collection of build resources that match the request.
	Builds []*types.Build
	// 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

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type ListFleetsInput

type ListFleetsInput struct {
	// A unique identifier for a Realtime script to return fleets for. Use this
	// parameter to return only fleets using a specified script. Use either the script
	// ID or ARN value. To retrieve all fleets, leave this parameter empty.
	ScriptId *string
	// A unique identifier for a build to return fleets for. Use this parameter to
	// return only fleets using a specified build. Use either the build ID or ARN
	// value. To retrieve all fleets, do not include either a BuildId and ScriptID
	// parameter.
	BuildId *string
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32
	// 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
}

Represents the input for a request action.

type ListFleetsOutput

type ListFleetsOutput 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
	// Set of fleet IDs matching the list request. You can retrieve additional
	// information about all returned fleets by passing this result set to a call to
	// DescribeFleetAttributes (), DescribeFleetCapacity (), or
	// DescribeFleetUtilization ().
	FleetIds []*string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type ListGameServerGroupsInput

type ListGameServerGroupsInput struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32
	// A token that indicates the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To start at the
	// beginning of the result set, do not specify a value.
	NextToken *string
}

type ListGameServerGroupsOutput

type ListGameServerGroupsOutput struct {
	// A collection of game server group objects that match the request.
	GameServerGroups []*types.GameServerGroup
	// A token that indicates where to resume retrieving results on the next call to
	// this action. If no token is returned, these results represent the end of the
	// list.
	NextToken *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type ListGameServersInput

type ListGameServersInput struct {
	// A token that indicates the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To start at the
	// beginning of the result set, do not specify a value.
	NextToken *string
	// Indicates how to sort the returned data based on the game servers' custom key
	// sort value. If this parameter is left empty, the list of game servers is
	// returned in no particular order.
	SortOrder types.SortOrder
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32
	// An identifier for the game server group for the game server you want to list.
	// Use either the GameServerGroup () name or ARN value.
	GameServerGroupName *string
}

type ListGameServersOutput

type ListGameServersOutput struct {
	// A collection of game server objects that match the request.
	GameServers []*types.GameServer
	// A token that indicates where to resume retrieving results on the next call to
	// this action. If no token is returned, these results represent the end of the
	// list.
	NextToken *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type ListScriptsInput

type ListScriptsInput struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32
	// A token that indicates the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To start at the
	// beginning of the result set, do not specify a value.
	NextToken *string
}

type ListScriptsOutput

type ListScriptsOutput struct {
	// A set of properties describing the requested script.
	Scripts []*types.Script
	// A token that indicates where to resume retrieving results on the next call to
	// this action. If no token is returned, these results represent the end of the
	// list.
	NextToken *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type ListTagsForResourceInput

type ListTagsForResourceInput struct {
	// The Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) that is
	// assigned to and uniquely identifies the GameLift resource that you want to
	// retrieve tags for. GameLift resource ARNs are included in the data object for
	// the resource, which can be retrieved by calling a List or Describe action for
	// the resource type.
	ResourceARN *string
}

type ListTagsForResourceOutput

type ListTagsForResourceOutput struct {
	// The collection of tags that have been assigned to the specified resource.
	Tags []*types.Tag

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type Options

type Options struct {
	// Set of options to modify how an operation is invoked. These apply to all
	// operations invoked for this client. Use functional options on operation call to
	// modify this list for per operation behavior.
	APIOptions []func(*middleware.Stack) error

	// The credentials object to use when signing requests.
	Credentials aws.CredentialsProvider

	// The endpoint options to be used when attempting to resolve an endpoint.
	EndpointOptions ResolverOptions

	// The service endpoint resolver.
	EndpointResolver EndpointResolver

	// Signature Version 4 (SigV4) Signer
	HTTPSignerV4 HTTPSignerV4

	// The region to send requests to. (Required)
	Region string

	// Retryer guides how HTTP requests should be retried in case of recoverable
	// failures. When nil the API client will use a default retryer.
	Retryer retry.Retryer

	// The HTTP client to invoke API calls with. Defaults to client's default HTTP
	// implementation if nil.
	HTTPClient HTTPClient
}

func (Options) Copy

func (o Options) Copy() Options

Copy creates a clone where the APIOptions list is deep copied.

func (Options) GetCredentials

func (o Options) GetCredentials() aws.CredentialsProvider

func (Options) GetEndpointOptions

func (o Options) GetEndpointOptions() ResolverOptions

func (Options) GetEndpointResolver

func (o Options) GetEndpointResolver() EndpointResolver

func (Options) GetHTTPSignerV4

func (o Options) GetHTTPSignerV4() HTTPSignerV4

func (Options) GetRegion

func (o Options) GetRegion() string

func (Options) GetRetryer

func (o Options) GetRetryer() retry.Retryer

type PutScalingPolicyInput

type PutScalingPolicyInput struct {
	// Amount of adjustment to make, based on the scaling adjustment type.
	ScalingAdjustment *int32
	// A descriptive label that is associated with a scaling policy. Policy names do
	// not need to be unique. A fleet can have only one scaling policy with the same
	// name.
	Name *string
	// The type of adjustment to make to a fleet's instance count (see FleetCapacity
	// ()):
	//
	//     * ChangeInCapacity -- add (or subtract) the scaling adjustment value
	// from the current instance count. Positive values scale up while negative values
	// scale down.
	//
	//     * ExactCapacity -- set the instance count to the scaling
	// adjustment value.
	//
	//     * PercentChangeInCapacity -- increase or reduce the
	// current instance count by the scaling adjustment, read as a percentage. Positive
	// values scale up while negative values scale down; for example, a value of "-10"
	// scales the fleet down by 10%.
	ScalingAdjustmentType types.ScalingAdjustmentType
	// Metric value used to trigger a scaling event.
	Threshold *float64
	// Comparison operator to use when measuring the metric against the threshold
	// value.
	ComparisonOperator types.ComparisonOperatorType
	// The type of scaling policy to create. For a target-based policy, set the
	// parameter MetricName to 'PercentAvailableGameSessions' and specify a
	// TargetConfiguration. For a rule-based policy set the following parameters:
	// MetricName, ComparisonOperator, Threshold, EvaluationPeriods,
	// ScalingAdjustmentType, and ScalingAdjustment.
	PolicyType types.PolicyType
	// The settings for a target-based scaling policy.
	TargetConfiguration *types.TargetConfiguration
	// Length of time (in minutes) the metric must be at or beyond the threshold before
	// a scaling event is triggered.
	EvaluationPeriods *int32
	// Name of the Amazon GameLift-defined metric that is used to trigger a scaling
	// adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon
	// GameLift with Amazon CloudWatch
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html).
	//
	//
	// * ActivatingGameSessions -- Game sessions in the process of being created.
	//
	//
	// * ActiveGameSessions -- Game sessions that are currently running.
	//
	//     *
	// ActiveInstances -- Fleet instances that are currently running at least one game
	// session.
	//
	//     * AvailableGameSessions -- Additional game sessions that fleet
	// could host simultaneously, given current capacity.
	//
	//     *
	// AvailablePlayerSessions -- Empty player slots in currently active game sessions.
	// This includes game sessions that are not currently accepting players. Reserved
	// player slots are not included.
	//
	//     * CurrentPlayerSessions -- Player slots in
	// active game sessions that are being used by a player or are reserved for a
	// player.
	//
	//     * IdleInstances -- Active instances that are currently hosting zero
	// game sessions.
	//
	//     * PercentAvailableGameSessions -- Unused percentage of the
	// total number of game sessions that a fleet could host simultaneously, given
	// current capacity. Use this metric for a target-based scaling policy.
	//
	//     *
	// PercentIdleInstances -- Percentage of the total number of active instances that
	// are hosting zero game sessions.
	//
	//     * QueueDepth -- Pending game session
	// placement requests, in any queue, where the current fleet is the top-priority
	// destination.
	//
	//     * WaitTime -- Current wait time for pending game session
	// placement requests, in any queue, where the current fleet is the top-priority
	// destination.
	MetricName types.MetricName
	// A unique identifier for a fleet to apply this policy to. You can use either the
	// fleet ID or ARN value. The fleet cannot be in any of the following statuses:
	// ERROR or DELETING.
	FleetId *string
}

Represents the input for a request action.

type PutScalingPolicyOutput

type PutScalingPolicyOutput struct {
	// A descriptive label that is associated with a scaling policy. Policy names do
	// not need to be unique.
	Name *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type RegisterGameServerInput

type RegisterGameServerInput struct {
	// A list of labels to assign to the new game server resource. Tags are
	// developer-defined key-value pairs. Tagging AWS resources are useful for resource
	// management, access management, and cost allocation. For more information, see
	// Tagging AWS Resources
	// (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS
	// General Reference. Once the resource is created, you can use TagResource (),
	// UntagResource (), and ListTagsForResource () to add, remove, and view tags. The
	// maximum tag limit may be lower than stated. See the AWS General Reference for
	// actual tagging limits.
	Tags []*types.Tag
	// A custom string that uniquely identifies the new game server. Game server IDs
	// are developer-defined and must be unique across all game server groups in your
	// AWS account.
	GameServerId *string
	// A set of custom game server properties, formatted as a single string value. This
	// data is passed to a game client or service when it requests information on a
	// game servers using ListGameServers () or ClaimGameServer ().
	GameServerData *string
	// A game server tag that can be used to request sorted lists of game servers using
	// ListGameServers (). Custom sort keys are developer-defined based on how you want
	// to organize the retrieved game server information.
	CustomSortKey *string
	// Information needed to make inbound client connections to the game server. This
	// might include IP address and port, DNS name, etc.
	ConnectionInfo *string
	// The unique identifier for the instance where the game server is running. This ID
	// is available in the instance metadata.
	InstanceId *string
	// An identifier for the game server group where the game server is running. You
	// can use either the GameServerGroup () name or ARN value.
	GameServerGroupName *string
}

type RegisterGameServerOutput

type RegisterGameServerOutput struct {
	// Object that describes the newly created game server resource.
	GameServer *types.GameServer

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type RequestUploadCredentialsInput

type RequestUploadCredentialsInput struct {
	// A unique identifier for a build to get credentials for. You can use either the
	// build ID or ARN value.
	BuildId *string
}

Represents the input for a request action.

type RequestUploadCredentialsOutput

type RequestUploadCredentialsOutput struct {
	// AWS credentials required when uploading a game build to the storage location.
	// These credentials have a limited lifespan and are valid only for the build they
	// were issued for.
	UploadCredentials *types.AwsCredentials
	// Amazon S3 path and key, identifying where the game build files are stored.
	StorageLocation *types.S3Location

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type ResolveAliasInput

type ResolveAliasInput struct {
	// The unique identifier of the alias that you want to retrieve a fleet ID for. You
	// can use either the alias ID or ARN value.
	AliasId *string
}

Represents the input for a request action.

type ResolveAliasOutput

type ResolveAliasOutput struct {
	// The fleet identifier that the alias is pointing to.
	FleetId *string
	// The Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
	// associated with the GameLift fleet resource that this alias points to.
	FleetArn *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type ResolveEndpoint

type ResolveEndpoint struct {
	Resolver EndpointResolver
	Options  ResolverOptions
}

func (*ResolveEndpoint) HandleSerialize

func (*ResolveEndpoint) ID

func (*ResolveEndpoint) ID() string

type ResolveEndpointMiddlewareOptions

type ResolveEndpointMiddlewareOptions interface {
	GetEndpointResolver() EndpointResolver
	GetEndpointOptions() ResolverOptions
}

type ResolverOptions

type ResolverOptions = internalendpoints.Options

ResolverOptions is the service endpoint resolver options

type ResumeGameServerGroupInput

type ResumeGameServerGroupInput struct {
	// The action to resume for this game server group.
	ResumeActions []types.GameServerGroupAction
	// The unique identifier of the game server group to resume activity on. Use either
	// the GameServerGroup () name or ARN value.
	GameServerGroupName *string
}

type ResumeGameServerGroupOutput

type ResumeGameServerGroupOutput struct {
	// An object that describes the game server group resource, with the
	// SuspendedActions property updated to reflect the resumed activity.
	GameServerGroup *types.GameServerGroup

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type SearchGameSessionsInput

type SearchGameSessionsInput struct {
	// String containing the search criteria for the session search. If no filter
	// expression is included, the request returns results for all game sessions in the
	// fleet that are in ACTIVE status. A filter expression can contain one or multiple
	// conditions. Each condition consists of the following:
	//
	//     * Operand -- Name of
	// a game session attribute. Valid values are gameSessionName, gameSessionId,
	// gameSessionProperties, maximumSessions, creationTimeMillis, playerSessionCount,
	// hasAvailablePlayerSessions.
	//
	//     * Comparator -- Valid comparators are: =, <>,
	// <, >, <=, >=.
	//
	//     * Value -- Value to be searched for. Values may be numbers,
	// boolean values (true/false) or strings depending on the operand. String values
	// are case sensitive and must be enclosed in single quotes. Special characters
	// must be escaped. Boolean and string values can only be used with the comparators
	// = and <>. For example, the following filter expression searches on
	// gameSessionName: "FilterExpression": "gameSessionName = 'Matt\\'s Awesome Game
	// 1'".
	//
	// To chain multiple conditions in a single expression, use the logical
	// keywords AND, OR, and NOT and parentheses as needed. For example: x AND y AND
	// NOT z, NOT (x OR y). Session search evaluates conditions from left to right
	// using the following precedence rules:
	//
	//     * =, <>, <, >, <=, >=
	//
	//     *
	// Parentheses
	//
	//     * NOT
	//
	//     * AND
	//
	//     * OR
	//
	// For example, this filter expression
	// retrieves game sessions hosting at least ten players that have an open player
	// slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true".
	FilterExpression *string
	// Instructions on how to sort the search results. If no sort expression is
	// included, the request returns results in random order. A sort expression
	// consists of the following elements:
	//
	//     * Operand -- Name of a game session
	// attribute. Valid values are gameSessionName, gameSessionId,
	// gameSessionProperties, maximumSessions, creationTimeMillis, playerSessionCount,
	// hasAvailablePlayerSessions.
	//
	//     * Order -- Valid sort orders are ASC
	// (ascending) and DESC (descending).
	//
	// For example, this sort expression returns
	// the oldest active sessions first: "SortExpression": "creationTimeMillis ASC".
	// Results with a null value for the sort operand are returned at the end of the
	// list.
	SortExpression *string
	// 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
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. The maximum number of results returned
	// is 20, even if this value is not set or is set higher than 20.
	Limit *int32
	// A unique identifier for a fleet to search for active game sessions. You can use
	// either the fleet ID or ARN value. Each request must reference either a fleet ID
	// or alias ID, but not both.
	FleetId *string
	// A unique identifier for an alias associated with the fleet to search for active
	// game sessions. You can use either the alias ID or ARN value. Each request must
	// reference either a fleet ID or alias ID, but not both.
	AliasId *string
}

Represents the input for a request action.

type SearchGameSessionsOutput

type SearchGameSessionsOutput 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
	// A collection of objects containing game session properties for each session
	// matching the request.
	GameSessions []*types.GameSession

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type StartFleetActionsInput

type StartFleetActionsInput struct {
	// List of actions to restart on the fleet.
	Actions []types.FleetAction
	// A unique identifier for a fleet to start actions on. You can use either the
	// fleet ID or ARN value.
	FleetId *string
}

type StartFleetActionsOutput

type StartFleetActionsOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type StartGameSessionPlacementInput

type StartGameSessionPlacementInput struct {
	// 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
	// A descriptive label that is associated with a game session. Session names do not
	// need to be unique.
	GameSessionName *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 []*types.GameProperty
	// Set of values, expressed in milliseconds, indicating the amount of latency that
	// a player experiences when connected to AWS Regions. This information is used to
	// try to place the new game session where it can offer the best possible gameplay
	// experience for the players.
	PlayerLatencies []*types.PlayerLatency
	// Set of information on each player to create a player session for.
	DesiredPlayerSessions []*types.DesiredPlayerSession
	// Name of the queue to use to place the new game session. You can use either the
	// queue name or ARN value.
	GameSessionQueueName *string
	// The maximum number of players that can be connected simultaneously to the game
	// session.
	MaximumPlayerSessionCount *int32
	// A unique identifier to assign to the new game session placement. This value is
	// developer-defined. The value must be unique across all Regions and cannot be
	// reused unless you are resubmitting a canceled or timed-out placement request.
	PlacementId *string
}

Represents the input for a request action.

type StartGameSessionPlacementOutput

type StartGameSessionPlacementOutput struct {
	// Object that describes the newly created game session placement. This object
	// includes all the information provided in the request, as well as start/end time
	// stamps and placement status.
	GameSessionPlacement *types.GameSessionPlacement

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type StartMatchBackfillInput

type StartMatchBackfillInput struct {
	// Match information on all players that are currently assigned to the game
	// session. This information is used by the matchmaker to find new players and add
	// them to the existing game.
	//
	//     * PlayerID, PlayerAttributes, Team -\\- This
	// information is maintained in the GameSession () object, MatchmakerData property,
	// for all players who are currently assigned to the game session. The matchmaker
	// data is in JSON syntax, formatted as a string. For more details, see  Match Data
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data).
	//
	//
	// * LatencyInMs -\\- If the matchmaker uses player latency, include a latency
	// value, in milliseconds, for the Region that the game session is currently in. Do
	// not include latency values for any other Region.
	Players []*types.Player
	// Name of the matchmaker to use for this request. You can use either the
	// configuration name or ARN value. The ARN of the matchmaker that was used with
	// the original game session is listed in the GameSession () object, MatchmakerData
	// property.
	ConfigurationName *string
	// Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
	// that is assigned to a game session and uniquely identifies it. This is the same
	// as the game session ID.
	GameSessionArn *string
	// A unique identifier for a matchmaking ticket. If no ticket ID is specified here,
	// Amazon GameLift will generate one in the form of a UUID. Use this identifier to
	// track the match backfill ticket status and retrieve match results.
	TicketId *string
}

Represents the input for a request action.

type StartMatchBackfillOutput

type StartMatchBackfillOutput struct {
	// Ticket representing the backfill matchmaking request. This object includes the
	// information in the request, ticket status, and match results as generated during
	// the matchmaking process.
	MatchmakingTicket *types.MatchmakingTicket

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type StartMatchmakingInput

type StartMatchmakingInput struct {
	// Name of the matchmaking configuration to use for this request. Matchmaking
	// configurations must exist in the same Region as this request. You can use either
	// the configuration name or ARN value.
	ConfigurationName *string
	// A unique identifier for a matchmaking ticket. If no ticket ID is specified here,
	// Amazon GameLift will generate one in the form of a UUID. Use this identifier to
	// track the matchmaking ticket status and retrieve match results.
	TicketId *string
	// Information on each player to be matched. This information must include a player
	// ID, and may contain player attributes and latency data to be used in the
	// matchmaking process. After a successful match, Player objects contain the name
	// of the team the player is assigned to.
	Players []*types.Player
}

Represents the input for a request action.

type StartMatchmakingOutput

type StartMatchmakingOutput struct {
	// Ticket representing the matchmaking request. This object include the information
	// included in the request, ticket status, and match results as generated during
	// the matchmaking process.
	MatchmakingTicket *types.MatchmakingTicket

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type StopFleetActionsInput

type StopFleetActionsInput struct {
	// List of actions to suspend on the fleet.
	Actions []types.FleetAction
	// A unique identifier for a fleet to stop actions on. You can use either the fleet
	// ID or ARN value.
	FleetId *string
}

type StopFleetActionsOutput

type StopFleetActionsOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type StopGameSessionPlacementInput

type StopGameSessionPlacementInput struct {
	// A unique identifier for a game session placement to cancel.
	PlacementId *string
}

Represents the input for a request action.

type StopGameSessionPlacementOutput

type StopGameSessionPlacementOutput struct {
	// Object that describes the canceled game session placement, with CANCELLED status
	// and an end time stamp.
	GameSessionPlacement *types.GameSessionPlacement

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type StopMatchmakingInput

type StopMatchmakingInput struct {
	// A unique identifier for a matchmaking ticket.
	TicketId *string
}

Represents the input for a request action.

type StopMatchmakingOutput

type StopMatchmakingOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type SuspendGameServerGroupInput

type SuspendGameServerGroupInput struct {
	// The action to suspend for this game server group.
	SuspendActions []types.GameServerGroupAction
	// The unique identifier of the game server group to stop activity on. Use either
	// the GameServerGroup () name or ARN value.
	GameServerGroupName *string
}

type SuspendGameServerGroupOutput

type SuspendGameServerGroupOutput struct {
	// An object that describes the game server group resource, with the
	// SuspendedActions property updated to reflect the suspended activity.
	GameServerGroup *types.GameServerGroup

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type TagResourceInput

type TagResourceInput struct {
	// A list of one or more tags to assign to the specified GameLift resource. Tags
	// are developer-defined and structured as key-value pairs. The maximum tag limit
	// may be lower than stated. See  Tagging AWS Resources
	// (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) for actual
	// tagging limits.
	Tags []*types.Tag
	// The Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) that is
	// assigned to and uniquely identifies the GameLift resource that you want to
	// assign tags to. GameLift resource ARNs are included in the data object for the
	// resource, which can be retrieved by calling a List or Describe action for the
	// resource type.
	ResourceARN *string
}

type TagResourceOutput

type TagResourceOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type UntagResourceInput

type UntagResourceInput struct {
	// The Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) that is
	// assigned to and uniquely identifies the GameLift resource that you want to
	// remove tags from. GameLift resource ARNs are included in the data object for the
	// resource, which can be retrieved by calling a List or Describe action for the
	// resource type.
	ResourceARN *string
	// A list of one or more tag keys to remove from the specified GameLift resource.
	// An AWS resource can have only one tag with a specific tag key, so specifying the
	// tag key identifies which tag to remove.
	TagKeys []*string
}

type UntagResourceOutput

type UntagResourceOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type UpdateAliasInput

type UpdateAliasInput struct {
	// The routing configuration, including routing type and fleet target, for the
	// alias.
	RoutingStrategy *types.RoutingStrategy
	// A human-readable description of the alias.
	Description *string
	// A descriptive label that is associated with an alias. Alias names do not need to
	// be unique.
	Name *string
	// A unique identifier for the alias that you want to update. You can use either
	// the alias ID or ARN value.
	AliasId *string
}

Represents the input for a request action.

type UpdateAliasOutput

type UpdateAliasOutput struct {
	// The updated alias resource.
	Alias *types.Alias

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type UpdateBuildInput

type UpdateBuildInput struct {
	// A unique identifier for a build to update. You can use either the build ID or
	// ARN value.
	BuildId *string
	// Version information that is associated with a build or script. Version strings
	// do not need to be unique.
	Version *string
	// A descriptive label that is associated with a build. Build names do not need to
	// be unique.
	Name *string
}

Represents the input for a request action.

type UpdateBuildOutput

type UpdateBuildOutput struct {
	// The updated build resource.
	Build *types.Build

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type UpdateFleetAttributesInput

type UpdateFleetAttributesInput struct {
	// Names of metric groups to include this fleet in. Amazon CloudWatch uses a fleet
	// metric group is to aggregate metrics from multiple fleets. Use an existing
	// metric group name to add this fleet to the group. Or use a new name to create a
	// new metric group. A fleet can only be included in one metric group at a time.
	MetricGroups []*string
	// A descriptive label that is associated with a fleet. Fleet names do not need to
	// be unique.
	Name *string
	// Game session protection policy to apply to all new instances created in this
	// fleet. Instances that already exist are not affected. You can set protection for
	// individual instances using UpdateGameSession ().
	//
	//     * NoProtection -- The game
	// session can be terminated during a scale-down event.
	//
	//     * FullProtection -- If
	// the game session is in an ACTIVE status, it cannot be terminated during a
	// scale-down event.
	NewGameSessionProtectionPolicy types.ProtectionPolicy
	// Human-readable description of a fleet.
	Description *string
	// A unique identifier for a fleet to update attribute metadata for. You can use
	// either the fleet ID or ARN value.
	FleetId *string
	// Policy that limits the number of game sessions an individual player can create
	// over a span of time.
	ResourceCreationLimitPolicy *types.ResourceCreationLimitPolicy
}

Represents the input for a request action.

type UpdateFleetAttributesOutput

type UpdateFleetAttributesOutput struct {
	// A unique identifier for a fleet that was updated. Use either the fleet ID or ARN
	// value.
	FleetId *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type UpdateFleetCapacityInput

type UpdateFleetCapacityInput struct {
	// The maximum value allowed for the fleet's instance count. Default if not set is
	// 1.
	MaxSize *int32
	// A unique identifier for a fleet to update capacity for. You can use either the
	// fleet ID or ARN value.
	FleetId *string
	// The minimum value allowed for the fleet's instance count. Default if not set is
	// 0.
	MinSize *int32
	// Number of EC2 instances you want this fleet to host.
	DesiredInstances *int32
}

Represents the input for a request action.

type UpdateFleetCapacityOutput

type UpdateFleetCapacityOutput struct {
	// A unique identifier for a fleet that was updated.
	FleetId *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type UpdateFleetPortSettingsInput

type UpdateFleetPortSettingsInput struct {
	// A collection of port settings to be added to the fleet resource.
	InboundPermissionAuthorizations []*types.IpPermission
	// A collection of port settings to be removed from the fleet resource.
	InboundPermissionRevocations []*types.IpPermission
	// A unique identifier for a fleet to update port settings for. You can use either
	// the fleet ID or ARN value.
	FleetId *string
}

Represents the input for a request action.

type UpdateFleetPortSettingsOutput

type UpdateFleetPortSettingsOutput struct {
	// A unique identifier for a fleet that was updated.
	FleetId *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type UpdateGameServerGroupInput

type UpdateGameServerGroupInput struct {
	// The fallback balancing method to use for the game server group when Spot
	// instances in a Region become unavailable or are not viable for game hosting.
	// Once triggered, this method remains active until Spot instances can once again
	// be used. Method options include:
	//
	//     * SPOT_ONLY -- If Spot instances are
	// unavailable, the game server group provides no hosting capacity. No new
	// instances are started, and the existing nonviable Spot instances are terminated
	// (once current gameplay ends) and not replaced.
	//
	//     * SPOT_PREFERRED -- If Spot
	// instances are unavailable, the game server group continues to provide hosting
	// capacity by using On-Demand instances. Existing nonviable Spot instances are
	// terminated (once current gameplay ends) and replaced with new On-Demand
	// instances.
	BalancingStrategy types.BalancingStrategy
	// The Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) for an IAM
	// role that allows Amazon GameLift to access your EC2 Auto Scaling groups. The
	// submitted role is validated to ensure that it contains the necessary permissions
	// for game server groups.
	RoleArn *string
	// An updated list of EC2 instance types to use when creating instances in the
	// group. The instance definition must specify instance types that are supported by
	// GameLift FleetIQ, and must include at least two instance types. This updated
	// list replaces the entire current list of instance definitions for the game
	// server group. For more information on instance types, see EC2 Instance Types
	// (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html) in the
	// Amazon EC2 User Guide..
	InstanceDefinitions []*types.InstanceDefinition
	// A flag that indicates whether instances in the game server group are protected
	// from early termination. Unprotected instances that have active game servers
	// running may by terminated during a scale-down event, causing players to be
	// dropped from the game. Protected instances cannot be terminated while there are
	// active game servers running. An exception to this is Spot Instances, which may
	// be terminated by AWS regardless of protection status. This property is set to
	// NO_PROTECTION by default.
	GameServerProtectionPolicy types.GameServerProtectionPolicy
	// The unique identifier of the game server group to update. Use either the
	// GameServerGroup () name or ARN value.
	GameServerGroupName *string
}

type UpdateGameServerGroupOutput

type UpdateGameServerGroupOutput struct {
	// An object that describes the game server group resource with updated properties.
	GameServerGroup *types.GameServerGroup

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type UpdateGameServerInput

type UpdateGameServerInput struct {
	// Indicates whether the game server is available or is currently hosting gameplay.
	UtilizationStatus types.GameServerUtilizationStatus
	// Indicates health status of the game server. An update that explicitly includes
	// this parameter updates the game server's LastHealthCheckTime time stamp.
	HealthCheck types.GameServerHealthCheck
	// The identifier for the game server to be updated.
	GameServerId *string
	// A set of custom game server properties, formatted as a single string value. This
	// data is passed to a game client or service when it requests information on a
	// game servers using DescribeGameServer () or ClaimGameServer ().
	GameServerData *string
	// An identifier for the game server group where the game server is running. Use
	// either the GameServerGroup () name or ARN value.
	GameServerGroupName *string
	// A game server tag that can be used to request sorted lists of game servers using
	// ListGameServers (). Custom sort keys are developer-defined based on how you want
	// to organize the retrieved game server information.
	CustomSortKey *string
}

type UpdateGameServerOutput

type UpdateGameServerOutput struct {
	// Object that describes the newly updated game server resource.
	GameServer *types.GameServer

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type UpdateGameSessionInput

type UpdateGameSessionInput struct {
	// Game session protection policy to apply to this game session only.
	//
	//     *
	// NoProtection -- The game session can be terminated during a scale-down event.
	//
	//
	// * FullProtection -- If the game session is in an ACTIVE status, it cannot be
	// terminated during a scale-down event.
	ProtectionPolicy types.ProtectionPolicy
	// Policy determining whether or not the game session accepts new players.
	PlayerSessionCreationPolicy types.PlayerSessionCreationPolicy
	// A descriptive label that is associated with a game session. Session names do not
	// need to be unique.
	Name *string
	// The maximum number of players that can be connected simultaneously to the game
	// session.
	MaximumPlayerSessionCount *int32
	// A unique identifier for the game session to update.
	GameSessionId *string
}

Represents the input for a request action.

type UpdateGameSessionOutput

type UpdateGameSessionOutput struct {
	// The updated game session metadata.
	GameSession *types.GameSession

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type UpdateGameSessionQueueInput

type UpdateGameSessionQueueInput struct {
	// A collection of latency policies to apply when processing game sessions
	// placement requests with player latency information. Multiple policies are
	// evaluated in order of the maximum latency value, starting with the lowest
	// latency values. With just one policy, the policy is enforced at the start of the
	// game session placement for the duration period. With multiple policies, each
	// policy is enforced consecutively for its duration period. For example, a queue
	// might enforce a 60-second policy followed by a 120-second policy, and then no
	// policy for the remainder of the placement. When updating policies, provide a
	// complete collection of policies.
	PlayerLatencyPolicies []*types.PlayerLatencyPolicy
	// The maximum time, in seconds, that a new game session placement request remains
	// in the queue. When a request exceeds this time, the game session placement
	// changes to a TIMED_OUT status.
	TimeoutInSeconds *int32
	// A list of fleets that can be used to fulfill game session placement requests in
	// the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN.
	// Destinations are listed in default preference order. When updating this list,
	// provide a complete list of destinations.
	Destinations []*types.GameSessionQueueDestination
	// A descriptive label that is associated with game session queue. Queue names must
	// be unique within each Region. You can use either the queue ID or ARN value.
	Name *string
}

Represents the input for a request action.

type UpdateGameSessionQueueOutput

type UpdateGameSessionQueueOutput struct {
	// An object that describes the newly updated game session queue.
	GameSessionQueue *types.GameSessionQueue

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type UpdateMatchmakingConfigurationInput

type UpdateMatchmakingConfigurationInput struct {
	// A unique identifier for a matchmaking rule set to use with this configuration.
	// You can use either the rule set name or ARN value. A matchmaking configuration
	// can only use rule sets that are defined in the same Region.
	RuleSetName *string
	// The length of time (in seconds) to wait for players to accept a proposed match.
	// If any player rejects the match or fails to accept before the timeout, the
	// ticket continues to look for an acceptable match.
	AcceptanceTimeoutSeconds *int32
	// A set of custom game session properties, formatted as a single string value.
	// This data is passed to a game server process in the GameSession () object with a
	// request to start a new game session (see Start a Game Session
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
	// This information is added to the new GameSession () object that is created for a
	// successful match.
	GameSessionData *string
	// A set of custom properties for a game session, formatted as key-value pairs.
	// These properties are passed to a game server process in the GameSession ()
	// object with a request to start a new game session (see Start a Game Session
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
	// This information is added to the new GameSession () object that is created for a
	// successful match.
	GameProperties []*types.GameProperty
	// A descriptive label that is associated with matchmaking configuration.
	Description *string
	// Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
	// that is assigned to a GameLift game session queue resource and uniquely
	// identifies it. ARNs are unique across all Regions. These queues are used when
	// placing game sessions for matches that are created with this matchmaking
	// configuration. Queues can be located in any Region.
	GameSessionQueueArns []*string
	// A flag that indicates whether a match that was created with this configuration
	// must be accepted by the matched players. To require acceptance, set to TRUE.
	AcceptanceRequired *bool
	// The number of player slots in a match to keep open for future players. For
	// example, assume that the configuration's rule set specifies a match for a single
	// 12-person team. If the additional player count is set to 2, only 10 players are
	// initially selected for the match.
	AdditionalPlayerCount *int32
	// The maximum duration, in seconds, that a matchmaking ticket can remain in
	// process before timing out. Requests that fail due to timing out can be
	// resubmitted as needed.
	RequestTimeoutSeconds *int32
	// The method that is used to backfill game sessions created with this matchmaking
	// configuration. Specify MANUAL when your game manages backfill requests manually
	// or does not use the match backfill feature. Specify AUTOMATIC to have GameLift
	// create a StartMatchBackfill () request whenever a game session has one or more
	// open slots. Learn more about manual and automatic backfill in Backfill Existing
	// Games with FlexMatch
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-backfill.html).
	BackfillMode types.BackfillMode
	// An SNS topic ARN that is set up to receive matchmaking notifications. See
	// Setting up Notifications for Matchmaking
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html)
	// for more information.
	NotificationTarget *string
	// A unique identifier for a matchmaking configuration to update. You can use
	// either the configuration name or ARN value.
	Name *string
	// Information to add to all events related to the matchmaking configuration.
	CustomEventData *string
}

Represents the input for a request action.

type UpdateMatchmakingConfigurationOutput

type UpdateMatchmakingConfigurationOutput struct {
	// The updated matchmaking configuration.
	Configuration *types.MatchmakingConfiguration

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type UpdateRuntimeConfigurationInput

type UpdateRuntimeConfigurationInput struct {
	// Instructions for launching server processes on each instance in the fleet.
	// Server processes run either a custom game build executable or a Realtime Servers
	// script. The runtime configuration lists the types of server processes to run on
	// an instance and includes the following configuration settings: the server
	// executable or launch script file, launch parameters, and the number of processes
	// to run concurrently on each instance. A CreateFleet request must include a
	// runtime configuration with at least one server process configuration.
	RuntimeConfiguration *types.RuntimeConfiguration
	// A unique identifier for a fleet to update runtime configuration for. You can use
	// either the fleet ID or ARN value.
	FleetId *string
}

Represents the input for a request action.

type UpdateRuntimeConfigurationOutput

type UpdateRuntimeConfigurationOutput struct {
	// The runtime configuration currently in force. If the update was successful, this
	// object matches the one in the request.
	RuntimeConfiguration *types.RuntimeConfiguration

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

type UpdateScriptInput

type UpdateScriptInput struct {
	// The version that is associated with a build or script. Version strings do not
	// need to be unique.
	Version *string
	// A unique identifier for a Realtime script to update. You can use either the
	// script ID or ARN value.
	ScriptId *string
	// A data object containing your Realtime scripts and dependencies as a zip file.
	// The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
	// When using the AWS CLI tool to create a script, this parameter is set to the zip
	// file name. It must be prepended with the string "fileb://" to indicate that the
	// file data is a binary object. For example: --zip-file
	// fileb://myRealtimeScript.zip.
	ZipFile []byte
	// The location of the Amazon S3 bucket where a zipped file containing your
	// Realtime scripts is stored. The storage location must specify the Amazon S3
	// bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
	// GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
	// same Region where you want to create a new script. By default, Amazon GameLift
	// uploads the latest version of the zip file; if you have S3 object versioning
	// turned on, you can use the ObjectVersion parameter to specify an earlier
	// version.
	StorageLocation *types.S3Location
	// A descriptive label that is associated with a script. Script names do not need
	// to be unique.
	Name *string
}

type UpdateScriptOutput

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

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type ValidateMatchmakingRuleSetInput

type ValidateMatchmakingRuleSetInput struct {
	// A collection of matchmaking rules to validate, formatted as a JSON string.
	RuleSetBody *string
}

Represents the input for a request action.

type ValidateMatchmakingRuleSetOutput

type ValidateMatchmakingRuleSetOutput struct {
	// A response indicating whether the rule set is valid.
	Valid *bool

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request action.

Source Files

Directories

Path Synopsis
internal

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