// THIS FILE IS AUTOMATICALLY GENERATED. DO NOT EDIT. // Package gamelift provides a client for Amazon GameLift. package gamelift import ( "fmt" "time" "github.com/aws/aws-sdk-go/aws/awsutil" "github.com/aws/aws-sdk-go/aws/request" "github.com/aws/aws-sdk-go/private/protocol" "github.com/aws/aws-sdk-go/private/protocol/jsonrpc" ) const opCreateAlias = "CreateAlias" // CreateAliasRequest generates a "aws/request.Request" representing the // client's request for the CreateAlias operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See CreateAlias for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the CreateAlias method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the CreateAliasRequest method. // req, resp := client.CreateAliasRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput) { op := &request.Operation{ Name: opCreateAlias, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateAliasInput{} } req = c.newRequest(op, input, output) output = &CreateAliasOutput{} req.Data = output return } // CreateAlias API operation for Amazon GameLift. // // Creates an alias for a fleet. You can use an alias to anonymize your fleet // by referencing an alias instead of a specific fleet when you create game // sessions. Amazon GameLift supports two types of routing strategies for aliases: // simple and terminal. Use a simple alias to point to an active fleet. Use // a terminal alias to display a message to incoming traffic instead of routing // players to an active fleet. This option is useful when a game server is no // longer supported but you want to provide better messaging than a standard // 404 error. // // To create a fleet alias, specify an alias name, routing strategy, and optional // description. If successful, a new alias record is returned, including an // alias ID, which you can reference when creating a game session. To reassign // the alias to another fleet ID, call UpdateAlias. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation CreateAlias for usage and error information. // // Returned Error Codes: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ConflictException // The requested operation would cause a conflict with the current state of // a service resource associated with the request. Resolve the conflict before // retrying this request. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * LimitExceededException // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error) { req, out := c.CreateAliasRequest(input) err := req.Send() return out, err } const opCreateBuild = "CreateBuild" // CreateBuildRequest generates a "aws/request.Request" representing the // client's request for the CreateBuild operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See CreateBuild for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the CreateBuild method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the CreateBuildRequest method. // req, resp := client.CreateBuildRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput) { op := &request.Operation{ Name: opCreateBuild, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateBuildInput{} } req = c.newRequest(op, input, output) output = &CreateBuildOutput{} req.Data = output return } // CreateBuild API operation for Amazon GameLift. // // Initializes a new build record and generates information required to upload // a game build to Amazon GameLift. Once the build record has been created and // its status is INITIALIZED, you can upload your game build. // // Do not use this API action unless you are using your own Amazon Simple Storage // Service (Amazon S3) client and need to manually upload your build files. // Instead, to create a build, use the CLI command upload-build, which creates // a new build record and uploads the build files in one step. (See the Amazon // GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) // help on packaging and uploading your build.) // // To create a new build, identify the operating system of the game server binaries. // All game servers in a build must use the same operating system. Optionally, // specify a build name and version; this metadata is stored with other properties // in the build record and is displayed in the GameLift console (it is not visible // to players). If successful, this action returns the newly created build record // along with the Amazon S3 storage location and AWS account credentials. Use // the location and credentials to upload your game build. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation CreateBuild for usage and error information. // // Returned Error Codes: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ConflictException // The requested operation would cause a conflict with the current state of // a service resource associated with the request. Resolve the conflict before // retrying this request. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error) { req, out := c.CreateBuildRequest(input) err := req.Send() return out, err } const opCreateFleet = "CreateFleet" // CreateFleetRequest generates a "aws/request.Request" representing the // client's request for the CreateFleet operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See CreateFleet for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the CreateFleet method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the CreateFleetRequest method. // req, resp := client.CreateFleetRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput) { op := &request.Operation{ Name: opCreateFleet, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateFleetInput{} } req = c.newRequest(op, input, output) output = &CreateFleetOutput{} req.Data = output return } // CreateFleet API operation for Amazon GameLift. // // Creates a new fleet to run your game servers. A fleet is a set of Amazon // Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple // server processes to host game sessions. You configure a fleet to create instances // with certain hardware specifications (see Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/) // for more information), and deploy a specified game build to each instance. // A newly created fleet passes through several statuses; once it reaches the // ACTIVE status, it can begin hosting game sessions. // // To create a new fleet, provide a fleet name, an EC2 instance type, and a // build ID of the game build to deploy. You can also configure the new fleet // with the following settings: (1) a runtime configuration describing what // server processes to run on each instance in the fleet (required to create // fleet), (2) access permissions for inbound traffic, (3) fleet-wide game session // protection, and (4) the location of default log files for GameLift to upload // and store. // // If the CreateFleet call is successful, Amazon GameLift performs the following // tasks: // // * Creates a fleet record and sets the status to NEW (followed by other // statuses as the fleet is activated). // // * Sets the fleet's capacity to 1 "desired", which causes GameLift to start // one new EC2 instance. // // * Starts launching server processes on the instance. If the fleet is configured // to run multiple server processes per instance, GameLift staggers each // launch by a few seconds. // // * Begins writing events to the fleet event log, which can be accessed // in the GameLift console. // // * Sets the fleet's status to ACTIVE once one server process in the fleet // is ready to host a game session. // // After a fleet is created, use the following actions to change fleet properties // and configuration: // // * UpdateFleetAttributes -- Update fleet metadata, including name and description. // // * UpdateFleetCapacity -- Increase or decrease the number of instances // you want the fleet to maintain. // // * UpdateFleetPortSettings -- Change the IP address and port ranges that // allow access to incoming traffic. // // * UpdateRuntimeConfiguration -- Change how server processes are launched // in the fleet, including launch path, launch parameters, and the number // of concurrent processes. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation CreateFleet for usage and error information. // // Returned Error Codes: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ConflictException // The requested operation would cause a conflict with the current state of // a service resource associated with the request. Resolve the conflict before // retrying this request. // // * LimitExceededException // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error) { req, out := c.CreateFleetRequest(input) err := req.Send() return out, err } const opCreateGameSession = "CreateGameSession" // CreateGameSessionRequest generates a "aws/request.Request" representing the // client's request for the CreateGameSession operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See CreateGameSession for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the CreateGameSession method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the CreateGameSessionRequest method. // req, resp := client.CreateGameSessionRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput) { op := &request.Operation{ Name: opCreateGameSession, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateGameSessionInput{} } req = c.newRequest(op, input, output) output = &CreateGameSessionOutput{} req.Data = output return } // CreateGameSession API operation for Amazon GameLift. // // Creates a multiplayer game session for players. This action creates a game // session record and assigns the new session to an instance in the specified // fleet, which initializes a new server process to host the game session. A // fleet must be in an ACTIVE status before a game session can be created in // it. // // To create a game session, specify either a fleet ID or an alias ID and indicate // the maximum number of players the game session allows. You can also provide // a name and a set of properties for your game (optional). If successful, a // GameSession object is returned containing session properties, including an // IP address. By default, newly created game sessions are set to accept adding // any new players to the game session. Use UpdateGameSession to change the // creation policy. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation CreateGameSession for usage and error information. // // Returned Error Codes: // * ConflictException // The requested operation would cause a conflict with the current state of // a service resource associated with the request. Resolve the conflict before // retrying this request. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidFleetStatusException // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the fleet. Resolve the conflict // before retrying. // // * TerminalRoutingStrategyException // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * FleetCapacityExceededException // The specified fleet has no available instances to fulfill a CreateGameSession // request. Clients can retry such requests immediately or after a waiting period. // // * LimitExceededException // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * IdempotentParameterMismatchException // A game session with this custom ID string already exists in this fleet. Resolve // this conflict before retrying this request. // func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error) { req, out := c.CreateGameSessionRequest(input) err := req.Send() return out, err } const opCreatePlayerSession = "CreatePlayerSession" // CreatePlayerSessionRequest generates a "aws/request.Request" representing the // client's request for the CreatePlayerSession operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See CreatePlayerSession for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the CreatePlayerSession method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the CreatePlayerSessionRequest method. // req, resp := client.CreatePlayerSessionRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput) { op := &request.Operation{ Name: opCreatePlayerSession, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreatePlayerSessionInput{} } req = c.newRequest(op, input, output) output = &CreatePlayerSessionOutput{} req.Data = output return } // CreatePlayerSession API operation for Amazon GameLift. // // Adds a player to a game session and creates a player session record. A game // session must be in an ACTIVE status, have a creation policy of ALLOW_ALL, // and have an open player slot before players can be added to the session. // // To create a player session, specify a game session ID and player ID. If successful, // the player is added to the game session and a new PlayerSession object is // returned. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation CreatePlayerSession for usage and error information. // // Returned Error Codes: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidGameSessionStatusException // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the game instance. Resolve // the conflict before retrying. // // * GameSessionFullException // The game instance is currently full and cannot allow the requested player(s) // to join. Clients can retry such requests immediately or after a waiting period. // // * TerminalRoutingStrategyException // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error) { req, out := c.CreatePlayerSessionRequest(input) err := req.Send() return out, err } const opCreatePlayerSessions = "CreatePlayerSessions" // CreatePlayerSessionsRequest generates a "aws/request.Request" representing the // client's request for the CreatePlayerSessions operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See CreatePlayerSessions for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the CreatePlayerSessions method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the CreatePlayerSessionsRequest method. // req, resp := client.CreatePlayerSessionsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput) { op := &request.Operation{ Name: opCreatePlayerSessions, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreatePlayerSessionsInput{} } req = c.newRequest(op, input, output) output = &CreatePlayerSessionsOutput{} req.Data = output return } // CreatePlayerSessions API operation for Amazon GameLift. // // Adds a group of players to a game session. Similar to CreatePlayerSession, // this action allows you to add multiple players in a single call, which is // useful for games that provide party and/or matchmaking features. A game session // must be in an ACTIVE status, have a creation policy of ALLOW_ALL, and have // an open player slot before players can be added to the session. // // To create player sessions, specify a game session ID and a list of player // IDs. If successful, the players are added to the game session and a set of // new PlayerSession objects is returned. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation CreatePlayerSessions for usage and error information. // // Returned Error Codes: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidGameSessionStatusException // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the game instance. Resolve // the conflict before retrying. // // * GameSessionFullException // The game instance is currently full and cannot allow the requested player(s) // to join. Clients can retry such requests immediately or after a waiting period. // // * TerminalRoutingStrategyException // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error) { req, out := c.CreatePlayerSessionsRequest(input) err := req.Send() return out, err } const opDeleteAlias = "DeleteAlias" // DeleteAliasRequest generates a "aws/request.Request" representing the // client's request for the DeleteAlias operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DeleteAlias for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DeleteAlias method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DeleteAliasRequest method. // req, resp := client.DeleteAliasRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput) { op := &request.Operation{ Name: opDeleteAlias, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteAliasInput{} } req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Remove(jsonrpc.UnmarshalHandler) req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler) output = &DeleteAliasOutput{} req.Data = output return } // DeleteAlias API operation for Amazon GameLift. // // Deletes an alias. This action removes all record of the alias; game clients // attempting to access a server process using the deleted alias receive an // error. To delete an alias, specify the alias ID to be deleted. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DeleteAlias for usage and error information. // // Returned Error Codes: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error) { req, out := c.DeleteAliasRequest(input) err := req.Send() return out, err } const opDeleteBuild = "DeleteBuild" // DeleteBuildRequest generates a "aws/request.Request" representing the // client's request for the DeleteBuild operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DeleteBuild for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DeleteBuild method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DeleteBuildRequest method. // req, resp := client.DeleteBuildRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Request, output *DeleteBuildOutput) { op := &request.Operation{ Name: opDeleteBuild, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteBuildInput{} } req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Remove(jsonrpc.UnmarshalHandler) req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler) output = &DeleteBuildOutput{} req.Data = output return } // DeleteBuild API operation for Amazon GameLift. // // Deletes a build. This action permanently deletes the build record and any // uploaded build files. // // To delete a build, specify its ID. Deleting a build does not affect the status // of any active fleets using the build, but you can no longer create new fleets // with the deleted build. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DeleteBuild for usage and error information. // // Returned Error Codes: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error) { req, out := c.DeleteBuildRequest(input) err := req.Send() return out, err } const opDeleteFleet = "DeleteFleet" // DeleteFleetRequest generates a "aws/request.Request" representing the // client's request for the DeleteFleet operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DeleteFleet for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DeleteFleet method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DeleteFleetRequest method. // req, resp := client.DeleteFleetRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Request, output *DeleteFleetOutput) { op := &request.Operation{ Name: opDeleteFleet, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteFleetInput{} } req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Remove(jsonrpc.UnmarshalHandler) req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler) output = &DeleteFleetOutput{} req.Data = output return } // DeleteFleet API operation for Amazon GameLift. // // Deletes everything related to a fleet. Before deleting a fleet, you must // set the fleet's desired capacity to zero. See UpdateFleetCapacity. // // This action removes the fleet's resources and the fleet record. Once a fleet // is deleted, you can no longer use that fleet. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DeleteFleet for usage and error information. // // Returned Error Codes: // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidFleetStatusException // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the fleet. Resolve the conflict // before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error) { req, out := c.DeleteFleetRequest(input) err := req.Send() return out, err } const opDeleteScalingPolicy = "DeleteScalingPolicy" // DeleteScalingPolicyRequest generates a "aws/request.Request" representing the // client's request for the DeleteScalingPolicy operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DeleteScalingPolicy for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DeleteScalingPolicy method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DeleteScalingPolicyRequest method. // req, resp := client.DeleteScalingPolicyRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput) { op := &request.Operation{ Name: opDeleteScalingPolicy, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteScalingPolicyInput{} } req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Remove(jsonrpc.UnmarshalHandler) req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler) output = &DeleteScalingPolicyOutput{} req.Data = output return } // DeleteScalingPolicy API operation for Amazon GameLift. // // Deletes a fleet scaling policy. This action means that the policy is no longer // in force and removes all record of it. To delete a scaling policy, specify // both the scaling policy name and the fleet ID it is associated with. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DeleteScalingPolicy for usage and error information. // // Returned Error Codes: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error) { req, out := c.DeleteScalingPolicyRequest(input) err := req.Send() return out, err } const opDescribeAlias = "DescribeAlias" // DescribeAliasRequest generates a "aws/request.Request" representing the // client's request for the DescribeAlias operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeAlias for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeAlias method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeAliasRequest method. // req, resp := client.DescribeAliasRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request.Request, output *DescribeAliasOutput) { op := &request.Operation{ Name: opDescribeAlias, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeAliasInput{} } req = c.newRequest(op, input, output) output = &DescribeAliasOutput{} req.Data = output return } // DescribeAlias API operation for Amazon GameLift. // // Retrieves properties for a specified alias. To get the alias, specify an // alias ID. If successful, an Alias object is returned. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeAlias for usage and error information. // // Returned Error Codes: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error) { req, out := c.DescribeAliasRequest(input) err := req.Send() return out, err } const opDescribeBuild = "DescribeBuild" // DescribeBuildRequest generates a "aws/request.Request" representing the // client's request for the DescribeBuild operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeBuild for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeBuild method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeBuildRequest method. // req, resp := client.DescribeBuildRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request.Request, output *DescribeBuildOutput) { op := &request.Operation{ Name: opDescribeBuild, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeBuildInput{} } req = c.newRequest(op, input, output) output = &DescribeBuildOutput{} req.Data = output return } // DescribeBuild API operation for Amazon GameLift. // // Retrieves properties for a build. To get a build record, specify a build // ID. If successful, an object containing the build properties is returned. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeBuild for usage and error information. // // Returned Error Codes: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error) { req, out := c.DescribeBuildRequest(input) err := req.Send() return out, err } const opDescribeEC2InstanceLimits = "DescribeEC2InstanceLimits" // DescribeEC2InstanceLimitsRequest generates a "aws/request.Request" representing the // client's request for the DescribeEC2InstanceLimits operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeEC2InstanceLimits for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeEC2InstanceLimits method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeEC2InstanceLimitsRequest method. // req, resp := client.DescribeEC2InstanceLimitsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) (req *request.Request, output *DescribeEC2InstanceLimitsOutput) { op := &request.Operation{ Name: opDescribeEC2InstanceLimits, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeEC2InstanceLimitsInput{} } req = c.newRequest(op, input, output) output = &DescribeEC2InstanceLimitsOutput{} req.Data = output return } // DescribeEC2InstanceLimits API operation for Amazon GameLift. // // Retrieves the following information for the specified EC2 instance type: // // * maximum number of instances allowed per AWS account (service limit) // // * current usage level for the AWS account // // Service limits vary depending on region. Available regions for GameLift can // be found in the AWS Management Console for GameLift (see the drop-down list // in the upper right corner). // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeEC2InstanceLimits for usage and error information. // // Returned Error Codes: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error) { req, out := c.DescribeEC2InstanceLimitsRequest(input) err := req.Send() return out, err } const opDescribeFleetAttributes = "DescribeFleetAttributes" // DescribeFleetAttributesRequest generates a "aws/request.Request" representing the // client's request for the DescribeFleetAttributes operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeFleetAttributes for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeFleetAttributes method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeFleetAttributesRequest method. // req, resp := client.DescribeFleetAttributesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) (req *request.Request, output *DescribeFleetAttributesOutput) { op := &request.Operation{ Name: opDescribeFleetAttributes, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeFleetAttributesInput{} } req = c.newRequest(op, input, output) output = &DescribeFleetAttributesOutput{} req.Data = output return } // DescribeFleetAttributes API operation for Amazon GameLift. // // Retrieves fleet properties, including metadata, status, and configuration, // for one or more fleets. You can request attributes for all fleets, or specify // a list of one or more fleet IDs. When requesting multiple fleets, use the // pagination parameters to retrieve results as a set of sequential pages. If // successful, a FleetAttributes object is returned for each requested fleet // ID. When specifying a list of fleet IDs, attribute objects are returned only // for fleets that currently exist. // // Some API actions may limit the number of fleet IDs allowed in one request. // If a request exceeds this limit, the request fails and the error message // includes the maximum allowed. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeFleetAttributes for usage and error information. // // Returned Error Codes: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error) { req, out := c.DescribeFleetAttributesRequest(input) err := req.Send() return out, err } const opDescribeFleetCapacity = "DescribeFleetCapacity" // DescribeFleetCapacityRequest generates a "aws/request.Request" representing the // client's request for the DescribeFleetCapacity operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeFleetCapacity for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeFleetCapacity method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeFleetCapacityRequest method. // req, resp := client.DescribeFleetCapacityRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) (req *request.Request, output *DescribeFleetCapacityOutput) { op := &request.Operation{ Name: opDescribeFleetCapacity, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeFleetCapacityInput{} } req = c.newRequest(op, input, output) output = &DescribeFleetCapacityOutput{} req.Data = output return } // DescribeFleetCapacity API operation for Amazon GameLift. // // Retrieves the current status of fleet capacity for one or more fleets. This // information includes the number of instances that have been requested for // the fleet and the number currently active. You can request capacity for all // fleets, or specify a list of one or more fleet IDs. When requesting multiple // fleets, use the pagination parameters to retrieve results as a set of sequential // pages. If successful, a FleetCapacity object is returned for each requested // fleet ID. When specifying a list of fleet IDs, attribute objects are returned // only for fleets that currently exist. // // Some API actions may limit the number of fleet IDs allowed in one request. // If a request exceeds this limit, the request fails and the error message // includes the maximum allowed. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeFleetCapacity for usage and error information. // // Returned Error Codes: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error) { req, out := c.DescribeFleetCapacityRequest(input) err := req.Send() return out, err } const opDescribeFleetEvents = "DescribeFleetEvents" // DescribeFleetEventsRequest generates a "aws/request.Request" representing the // client's request for the DescribeFleetEvents operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeFleetEvents for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeFleetEvents method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeFleetEventsRequest method. // req, resp := client.DescribeFleetEventsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) (req *request.Request, output *DescribeFleetEventsOutput) { op := &request.Operation{ Name: opDescribeFleetEvents, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeFleetEventsInput{} } req = c.newRequest(op, input, output) output = &DescribeFleetEventsOutput{} req.Data = output return } // DescribeFleetEvents API operation for Amazon GameLift. // // Retrieves entries from the specified fleet's event log. You can specify a // time range to limit the result set. Use the pagination parameters to retrieve // results as a set of sequential pages. If successful, a collection of event // log entries matching the request are returned. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeFleetEvents for usage and error information. // // Returned Error Codes: // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // func (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error) { req, out := c.DescribeFleetEventsRequest(input) err := req.Send() return out, err } const opDescribeFleetPortSettings = "DescribeFleetPortSettings" // DescribeFleetPortSettingsRequest generates a "aws/request.Request" representing the // client's request for the DescribeFleetPortSettings operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeFleetPortSettings for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeFleetPortSettings method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeFleetPortSettingsRequest method. // req, resp := client.DescribeFleetPortSettingsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput) { op := &request.Operation{ Name: opDescribeFleetPortSettings, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeFleetPortSettingsInput{} } req = c.newRequest(op, input, output) output = &DescribeFleetPortSettingsOutput{} req.Data = output return } // DescribeFleetPortSettings API operation for Amazon GameLift. // // Retrieves the inbound connection permissions for a fleet. Connection permissions // include a range of IP addresses and port settings that incoming traffic can // use to access server processes in the fleet. To get a fleet's inbound connection // permissions, specify a fleet ID. If successful, a collection of IpPermission // objects is returned for the requested fleet ID. If the requested fleet has // been deleted, the result set is empty. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeFleetPortSettings for usage and error information. // // Returned Error Codes: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error) { req, out := c.DescribeFleetPortSettingsRequest(input) err := req.Send() return out, err } const opDescribeFleetUtilization = "DescribeFleetUtilization" // DescribeFleetUtilizationRequest generates a "aws/request.Request" representing the // client's request for the DescribeFleetUtilization operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeFleetUtilization for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeFleetUtilization method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeFleetUtilizationRequest method. // req, resp := client.DescribeFleetUtilizationRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput) { op := &request.Operation{ Name: opDescribeFleetUtilization, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeFleetUtilizationInput{} } req = c.newRequest(op, input, output) output = &DescribeFleetUtilizationOutput{} req.Data = output return } // DescribeFleetUtilization API operation for Amazon GameLift. // // Retrieves utilization statistics for one or more fleets. You can request // utilization data for all fleets, or specify a list of one or more fleet IDs. // When requesting multiple fleets, use the pagination parameters to retrieve // results as a set of sequential pages. If successful, a FleetUtilization object // is returned for each requested fleet ID. When specifying a list of fleet // IDs, utilization objects are returned only for fleets that currently exist. // // Some API actions may limit the number of fleet IDs allowed in one request. // If a request exceeds this limit, the request fails and the error message // includes the maximum allowed. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeFleetUtilization for usage and error information. // // Returned Error Codes: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error) { req, out := c.DescribeFleetUtilizationRequest(input) err := req.Send() return out, err } const opDescribeGameSessionDetails = "DescribeGameSessionDetails" // DescribeGameSessionDetailsRequest generates a "aws/request.Request" representing the // client's request for the DescribeGameSessionDetails operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeGameSessionDetails for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeGameSessionDetails method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeGameSessionDetailsRequest method. // req, resp := client.DescribeGameSessionDetailsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput) { op := &request.Operation{ Name: opDescribeGameSessionDetails, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeGameSessionDetailsInput{} } req = c.newRequest(op, input, output) output = &DescribeGameSessionDetailsOutput{} req.Data = output return } // DescribeGameSessionDetails API operation for Amazon GameLift. // // Retrieves properties, including the protection policy in force, for one or // more game sessions. This action can be used in several ways: (1) provide // a GameSessionId 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. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeGameSessionDetails for usage and error information. // // Returned Error Codes: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * TerminalRoutingStrategyException // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. // func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error) { req, out := c.DescribeGameSessionDetailsRequest(input) err := req.Send() return out, err } const opDescribeGameSessions = "DescribeGameSessions" // DescribeGameSessionsRequest generates a "aws/request.Request" representing the // client's request for the DescribeGameSessions operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeGameSessions for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeGameSessions method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeGameSessionsRequest method. // req, resp := client.DescribeGameSessionsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput) { op := &request.Operation{ Name: opDescribeGameSessions, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeGameSessionsInput{} } req = c.newRequest(op, input, output) output = &DescribeGameSessionsOutput{} req.Data = output return } // DescribeGameSessions API operation for Amazon GameLift. // // Retrieves a set of one or more game sessions and properties. This action // can be used in several ways: (1) provide a GameSessionId to request properties // for a specific game session; (2) provide a FleetId or an AliasId to request // properties for all game sessions running on a fleet. You can also use SearchGameSessions, // which allows you to retrieve all game sessions or filter on certain criteria, // but only returns game sessions with a status of ACTIVE. If you need to retrieve // the protection policy for each game session, use DescribeGameSessionDetails. // // 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 GameSession object is returned for each session matching // the request. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeGameSessions for usage and error information. // // Returned Error Codes: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * TerminalRoutingStrategyException // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. // func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error) { req, out := c.DescribeGameSessionsRequest(input) err := req.Send() return out, err } const opDescribeInstances = "DescribeInstances" // DescribeInstancesRequest generates a "aws/request.Request" representing the // client's request for the DescribeInstances operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeInstances for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeInstances method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeInstancesRequest method. // req, resp := client.DescribeInstancesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) DescribeInstancesRequest(input *DescribeInstancesInput) (req *request.Request, output *DescribeInstancesOutput) { op := &request.Operation{ Name: opDescribeInstances, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeInstancesInput{} } req = c.newRequest(op, input, output) output = &DescribeInstancesOutput{} req.Data = output return } // DescribeInstances API operation for Amazon GameLift. // // Retrieves information about instances in a fleet. // // To get information on a specific instance, specify both a fleet ID and instance // ID. To get information for all instances in a fleet, specify a fleet ID only. // Use the pagination parameters to retrieve results as a set of sequential // pages. If successful, an Instance object is returned for each result. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeInstances for usage and error information. // // Returned Error Codes: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // func (c *GameLift) DescribeInstances(input *DescribeInstancesInput) (*DescribeInstancesOutput, error) { req, out := c.DescribeInstancesRequest(input) err := req.Send() return out, err } const opDescribePlayerSessions = "DescribePlayerSessions" // DescribePlayerSessionsRequest generates a "aws/request.Request" representing the // client's request for the DescribePlayerSessions operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribePlayerSessions for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribePlayerSessions method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribePlayerSessionsRequest method. // req, resp := client.DescribePlayerSessionsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput) { op := &request.Operation{ Name: opDescribePlayerSessions, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribePlayerSessionsInput{} } req = c.newRequest(op, input, output) output = &DescribePlayerSessionsOutput{} req.Data = output return } // DescribePlayerSessions API operation for Amazon GameLift. // // Retrieves properties for one or more player sessions. This action can be // used in several ways: (1) provide a PlayerSessionId parameter to request // properties for a specific player session; (2) provide a GameSessionId parameter // to request properties for all player sessions in the specified game session; // (3) provide a PlayerId parameter 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. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribePlayerSessions for usage and error information. // // Returned Error Codes: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error) { req, out := c.DescribePlayerSessionsRequest(input) err := req.Send() return out, err } const opDescribeRuntimeConfiguration = "DescribeRuntimeConfiguration" // DescribeRuntimeConfigurationRequest generates a "aws/request.Request" representing the // client's request for the DescribeRuntimeConfiguration operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeRuntimeConfiguration for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeRuntimeConfiguration method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeRuntimeConfigurationRequest method. // req, resp := client.DescribeRuntimeConfigurationRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput) { op := &request.Operation{ Name: opDescribeRuntimeConfiguration, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeRuntimeConfigurationInput{} } req = c.newRequest(op, input, output) output = &DescribeRuntimeConfigurationOutput{} req.Data = output return } // DescribeRuntimeConfiguration API operation for Amazon GameLift. // // Retrieves the current runtime configuration for the specified fleet. The // runtime configuration tells GameLift how to launch server processes on instances // in the fleet. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeRuntimeConfiguration for usage and error information. // // Returned Error Codes: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // func (c *GameLift) DescribeRuntimeConfiguration(input *DescribeRuntimeConfigurationInput) (*DescribeRuntimeConfigurationOutput, error) { req, out := c.DescribeRuntimeConfigurationRequest(input) err := req.Send() return out, err } const opDescribeScalingPolicies = "DescribeScalingPolicies" // DescribeScalingPoliciesRequest generates a "aws/request.Request" representing the // client's request for the DescribeScalingPolicies operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See DescribeScalingPolicies for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the DescribeScalingPolicies method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the DescribeScalingPoliciesRequest method. // req, resp := client.DescribeScalingPoliciesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput) { op := &request.Operation{ Name: opDescribeScalingPolicies, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeScalingPoliciesInput{} } req = c.newRequest(op, input, output) output = &DescribeScalingPoliciesOutput{} req.Data = output return } // DescribeScalingPolicies API operation for Amazon GameLift. // // Retrieves all scaling policies applied to a fleet. // // To get a fleet's scaling policies, specify the fleet ID. You can filter this // request by policy status, such as to retrieve only active scaling policies. // Use the pagination parameters to retrieve results as a set of sequential // pages. If successful, set of ScalingPolicy objects is returned for the fleet. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeScalingPolicies for usage and error information. // // Returned Error Codes: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error) { req, out := c.DescribeScalingPoliciesRequest(input) err := req.Send() return out, err } const opGetGameSessionLogUrl = "GetGameSessionLogUrl" // GetGameSessionLogUrlRequest generates a "aws/request.Request" representing the // client's request for the GetGameSessionLogUrl operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See GetGameSessionLogUrl for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the GetGameSessionLogUrl method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the GetGameSessionLogUrlRequest method. // req, resp := client.GetGameSessionLogUrlRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) (req *request.Request, output *GetGameSessionLogUrlOutput) { op := &request.Operation{ Name: opGetGameSessionLogUrl, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &GetGameSessionLogUrlInput{} } req = c.newRequest(op, input, output) output = &GetGameSessionLogUrlOutput{} req.Data = output return } // GetGameSessionLogUrl API operation for Amazon GameLift. // // Retrieves the location of stored game session logs for a specified game session. // When a game session is terminated, Amazon GameLift automatically stores the // logs in Amazon S3. Use this URL to download the logs. // // See the AWS Service Limits (http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift) // page for maximum log file sizes. Log files that exceed this limit are not // saved. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation GetGameSessionLogUrl for usage and error information. // // Returned Error Codes: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error) { req, out := c.GetGameSessionLogUrlRequest(input) err := req.Send() return out, err } const opListAliases = "ListAliases" // ListAliasesRequest generates a "aws/request.Request" representing the // client's request for the ListAliases operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See ListAliases for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the ListAliases method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the ListAliasesRequest method. // req, resp := client.ListAliasesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Request, output *ListAliasesOutput) { op := &request.Operation{ Name: opListAliases, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &ListAliasesInput{} } req = c.newRequest(op, input, output) output = &ListAliasesOutput{} req.Data = output return } // ListAliases API operation for Amazon GameLift. // // Retrieves a collection of alias records 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. // // Aliases are not listed in any particular order. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation ListAliases for usage and error information. // // Returned Error Codes: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error) { req, out := c.ListAliasesRequest(input) err := req.Send() return out, err } const opListBuilds = "ListBuilds" // ListBuildsRequest generates a "aws/request.Request" representing the // client's request for the ListBuilds operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See ListBuilds for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the ListBuilds method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the ListBuildsRequest method. // req, resp := client.ListBuildsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) ListBuildsRequest(input *ListBuildsInput) (req *request.Request, output *ListBuildsOutput) { op := &request.Operation{ Name: opListBuilds, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &ListBuildsInput{} } req = c.newRequest(op, input, output) output = &ListBuildsOutput{} req.Data = output return } // ListBuilds API operation for Amazon GameLift. // // Retrieves build records for all builds associated with the AWS account in // use. You can limit results to builds that are in a specific status by using // the Status parameter. Use the pagination parameters to retrieve results in // a set of sequential pages. // // Build records are not listed in any particular order. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation ListBuilds for usage and error information. // // Returned Error Codes: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error) { req, out := c.ListBuildsRequest(input) err := req.Send() return out, err } const opListFleets = "ListFleets" // ListFleetsRequest generates a "aws/request.Request" representing the // client's request for the ListFleets operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See ListFleets for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the ListFleets method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the ListFleetsRequest method. // req, resp := client.ListFleetsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Request, output *ListFleetsOutput) { op := &request.Operation{ Name: opListFleets, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &ListFleetsInput{} } req = c.newRequest(op, input, output) output = &ListFleetsOutput{} req.Data = output return } // ListFleets API operation for Amazon GameLift. // // Retrieves a collection of fleet records for this AWS account. You can filter // the result set by build ID. Use the pagination parameters to retrieve results // in sequential pages. // // Fleet records are not listed in any particular order. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation ListFleets for usage and error information. // // Returned Error Codes: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // func (c *GameLift) ListFleets(input *ListFleetsInput) (*ListFleetsOutput, error) { req, out := c.ListFleetsRequest(input) err := req.Send() return out, err } const opPutScalingPolicy = "PutScalingPolicy" // PutScalingPolicyRequest generates a "aws/request.Request" representing the // client's request for the PutScalingPolicy operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See PutScalingPolicy for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the PutScalingPolicy method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the PutScalingPolicyRequest method. // req, resp := client.PutScalingPolicyRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) PutScalingPolicyRequest(input *PutScalingPolicyInput) (req *request.Request, output *PutScalingPolicyOutput) { op := &request.Operation{ Name: opPutScalingPolicy, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &PutScalingPolicyInput{} } req = c.newRequest(op, input, output) output = &PutScalingPolicyOutput{} req.Data = output return } // PutScalingPolicy API operation for Amazon GameLift. // // Creates or updates a scaling policy for a fleet. An active scaling policy // prompts Amazon GameLift to track a certain metric for a fleet and automatically // change the fleet's capacity in specific circumstances. Each scaling policy // contains one rule statement. Fleets can have multiple scaling policies in // force simultaneously. // // A scaling policy rule statement has the following structure: // // If [MetricName] is [ComparisonOperator][Threshold] for [EvaluationPeriods] // minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment]. // // For example, this policy: "If the number of idle instances exceeds 20 for // more than 15 minutes, then reduce the fleet capacity by 10 instances" could // be implemented as the following rule statement: // // If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, // then [ChangeInCapacity] by [-10]. // // To create or update a scaling policy, specify a unique combination of name // and fleet ID, and set the rule values. All parameters for this action are // required. If successful, the policy name is returned. Scaling policies cannot // be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation PutScalingPolicy for usage and error information. // // Returned Error Codes: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error) { req, out := c.PutScalingPolicyRequest(input) err := req.Send() return out, err } const opRequestUploadCredentials = "RequestUploadCredentials" // RequestUploadCredentialsRequest generates a "aws/request.Request" representing the // client's request for the RequestUploadCredentials operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See RequestUploadCredentials for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the RequestUploadCredentials method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the RequestUploadCredentialsRequest method. // req, resp := client.RequestUploadCredentialsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) (req *request.Request, output *RequestUploadCredentialsOutput) { op := &request.Operation{ Name: opRequestUploadCredentials, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &RequestUploadCredentialsInput{} } req = c.newRequest(op, input, output) output = &RequestUploadCredentialsOutput{} req.Data = output return } // RequestUploadCredentials API operation for Amazon GameLift. // // Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage // location for a specific build. Valid credentials are required to upload your // game build files to Amazon S3. // // Call this action only if you need credentials for a build created with CreateBuild. // This is a rare situation; in most cases, builds are created using the CLI // command upload-build, which creates a build record and also uploads build // files. // // Upload credentials are returned when you create the build, but they have // a limited lifespan. You can get fresh credentials and use them to re-upload // game files until the status of that build changes to READY. Once this happens, // you must create a brand new build. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation RequestUploadCredentials for usage and error information. // // Returned Error Codes: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error) { req, out := c.RequestUploadCredentialsRequest(input) err := req.Send() return out, err } const opResolveAlias = "ResolveAlias" // ResolveAliasRequest generates a "aws/request.Request" representing the // client's request for the ResolveAlias operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See ResolveAlias for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the ResolveAlias method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the ResolveAliasRequest method. // req, resp := client.ResolveAliasRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) ResolveAliasRequest(input *ResolveAliasInput) (req *request.Request, output *ResolveAliasOutput) { op := &request.Operation{ Name: opResolveAlias, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &ResolveAliasInput{} } req = c.newRequest(op, input, output) output = &ResolveAliasOutput{} req.Data = output return } // ResolveAlias API operation for Amazon GameLift. // // Retrieves the fleet ID that a specified alias is currently pointing to. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation ResolveAlias for usage and error information. // // Returned Error Codes: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * TerminalRoutingStrategyException // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // func (c *GameLift) ResolveAlias(input *ResolveAliasInput) (*ResolveAliasOutput, error) { req, out := c.ResolveAliasRequest(input) err := req.Send() return out, err } const opSearchGameSessions = "SearchGameSessions" // SearchGameSessionsRequest generates a "aws/request.Request" representing the // client's request for the SearchGameSessions operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See SearchGameSessions for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the SearchGameSessions method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the SearchGameSessionsRequest method. // req, resp := client.SearchGameSessionsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) SearchGameSessionsRequest(input *SearchGameSessionsInput) (req *request.Request, output *SearchGameSessionsOutput) { op := &request.Operation{ Name: opSearchGameSessions, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &SearchGameSessionsInput{} } req = c.newRequest(op, input, output) output = &SearchGameSessionsOutput{} req.Data = output return } // SearchGameSessions API operation for Amazon GameLift. // // Retrieves a set of game sessions that match a set of search criteria and // sorts them in a specified order. Currently a game session search is limited // to a single fleet. Search results include only game sessions that are in // ACTIVE status. If you need to retrieve game sessions with a status other // than active, use DescribeGameSessions. If you need to retrieve the protection // policy for each game session, use DescribeGameSessionDetails. // // You can search or sort by the following game session attributes: // // * gameSessionId -- ID value assigned to a game session. This unique value // is returned in a GameSession object when a new game session is created. // // // * gameSessionName -- Name assigned to a game session. This value is set // when requesting a new game session with CreateGameSession or updating // with UpdateGameSession. Game session names do not need to be unique to // a game session. // // * creationTimeMillis -- Value indicating when a game session was created. // It is expressed in Unix time as milliseconds. // // * playerSessionCount -- Number of players currently connected to a game // session. This value changes rapidly as players join the session or drop // out. // // * maximumSessions -- Maximum number of player sessions allowed for a game // session. This value is set when requesting a new game session with CreateGameSession // or updating with UpdateGameSession. // // * hasAvailablePlayerSessions -- Boolean value indicating whether or not // a game session has reached its maximum number of players. When searching // with this attribute, the search value must be true or false. It is highly // recommended that all search requests include this filter attribute to // optimize search performance and return only sessions that players can // join. // // To search or sort, specify either a fleet ID or an alias ID, and provide // a search filter expression, a sort expression, or both. Use the pagination // parameters to retrieve results as a set of sequential pages. If successful, // a collection of GameSession objects matching the request is returned. // // Returned values for playerSessionCount and hasAvailablePlayerSessions change // quickly as players join sessions and others drop out. Results should be considered // a snapshot in time. Be sure to refresh search results often, and handle sessions // that fill up before a player can join. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation SearchGameSessions for usage and error information. // // Returned Error Codes: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * TerminalRoutingStrategyException // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. // func (c *GameLift) SearchGameSessions(input *SearchGameSessionsInput) (*SearchGameSessionsOutput, error) { req, out := c.SearchGameSessionsRequest(input) err := req.Send() return out, err } const opUpdateAlias = "UpdateAlias" // UpdateAliasRequest generates a "aws/request.Request" representing the // client's request for the UpdateAlias operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See UpdateAlias for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the UpdateAlias method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the UpdateAliasRequest method. // req, resp := client.UpdateAliasRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Request, output *UpdateAliasOutput) { op := &request.Operation{ Name: opUpdateAlias, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateAliasInput{} } req = c.newRequest(op, input, output) output = &UpdateAliasOutput{} req.Data = output return } // UpdateAlias API operation for Amazon GameLift. // // Updates properties for an alias. To update properties, specify the alias // ID to be updated and provide the information to be changed. To reassign an // alias to another fleet, provide an updated routing strategy. If successful, // the updated alias record is returned. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation UpdateAlias for usage and error information. // // Returned Error Codes: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error) { req, out := c.UpdateAliasRequest(input) err := req.Send() return out, err } const opUpdateBuild = "UpdateBuild" // UpdateBuildRequest generates a "aws/request.Request" representing the // client's request for the UpdateBuild operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See UpdateBuild for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the UpdateBuild method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the UpdateBuildRequest method. // req, resp := client.UpdateBuildRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Request, output *UpdateBuildOutput) { op := &request.Operation{ Name: opUpdateBuild, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateBuildInput{} } req = c.newRequest(op, input, output) output = &UpdateBuildOutput{} req.Data = output return } // UpdateBuild API operation for Amazon GameLift. // // Updates metadata in a build record, including the build name and version. // To update the metadata, specify the build ID to update and provide the new // values. If successful, a build object containing the updated metadata is // returned. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation UpdateBuild for usage and error information. // // Returned Error Codes: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error) { req, out := c.UpdateBuildRequest(input) err := req.Send() return out, err } const opUpdateFleetAttributes = "UpdateFleetAttributes" // UpdateFleetAttributesRequest generates a "aws/request.Request" representing the // client's request for the UpdateFleetAttributes operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See UpdateFleetAttributes for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the UpdateFleetAttributes method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the UpdateFleetAttributesRequest method. // req, resp := client.UpdateFleetAttributesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) (req *request.Request, output *UpdateFleetAttributesOutput) { op := &request.Operation{ Name: opUpdateFleetAttributes, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateFleetAttributesInput{} } req = c.newRequest(op, input, output) output = &UpdateFleetAttributesOutput{} req.Data = output return } // UpdateFleetAttributes API operation for Amazon GameLift. // // Updates fleet properties, including name and description, for a fleet. To // update metadata, specify the fleet ID and the property values you want to // change. If successful, the fleet ID for the updated fleet is returned. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation UpdateFleetAttributes for usage and error information. // // Returned Error Codes: // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ConflictException // The requested operation would cause a conflict with the current state of // a service resource associated with the request. Resolve the conflict before // retrying this request. // // * InvalidFleetStatusException // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the fleet. Resolve the conflict // before retrying. // // * LimitExceededException // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // func (c *GameLift) UpdateFleetAttributes(input *UpdateFleetAttributesInput) (*UpdateFleetAttributesOutput, error) { req, out := c.UpdateFleetAttributesRequest(input) err := req.Send() return out, err } const opUpdateFleetCapacity = "UpdateFleetCapacity" // UpdateFleetCapacityRequest generates a "aws/request.Request" representing the // client's request for the UpdateFleetCapacity operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See UpdateFleetCapacity for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the UpdateFleetCapacity method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the UpdateFleetCapacityRequest method. // req, resp := client.UpdateFleetCapacityRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) (req *request.Request, output *UpdateFleetCapacityOutput) { op := &request.Operation{ Name: opUpdateFleetCapacity, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateFleetCapacityInput{} } req = c.newRequest(op, input, output) output = &UpdateFleetCapacityOutput{} req.Data = output return } // UpdateFleetCapacity API operation for Amazon GameLift. // // Updates capacity settings for a fleet. Use this action to specify the number // of EC2 instances (hosts) that you want this fleet to contain. Before calling // this action, you may want to call DescribeEC2InstanceLimits to get the maximum // capacity based on the fleet's EC2 instance type. // // If you're using autoscaling (see PutScalingPolicy), you may want to specify // a minimum and/or maximum capacity. If you don't provide these, autoscaling // can set capacity anywhere between zero and the service limits (http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift). // // To update fleet capacity, specify the fleet ID and the number of instances // you want the fleet to host. If successful, Amazon GameLift starts or terminates // instances so that the fleet's active instance count matches the desired instance // count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. // If the desired instance count is higher than the instance type's limit, the // "Limit Exceeded" exception occurs. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation UpdateFleetCapacity for usage and error information. // // Returned Error Codes: // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ConflictException // The requested operation would cause a conflict with the current state of // a service resource associated with the request. Resolve the conflict before // retrying this request. // // * LimitExceededException // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * InvalidFleetStatusException // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the fleet. Resolve the conflict // before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // func (c *GameLift) UpdateFleetCapacity(input *UpdateFleetCapacityInput) (*UpdateFleetCapacityOutput, error) { req, out := c.UpdateFleetCapacityRequest(input) err := req.Send() return out, err } const opUpdateFleetPortSettings = "UpdateFleetPortSettings" // UpdateFleetPortSettingsRequest generates a "aws/request.Request" representing the // client's request for the UpdateFleetPortSettings operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See UpdateFleetPortSettings for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the UpdateFleetPortSettings method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the UpdateFleetPortSettingsRequest method. // req, resp := client.UpdateFleetPortSettingsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) (req *request.Request, output *UpdateFleetPortSettingsOutput) { op := &request.Operation{ Name: opUpdateFleetPortSettings, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateFleetPortSettingsInput{} } req = c.newRequest(op, input, output) output = &UpdateFleetPortSettingsOutput{} req.Data = output return } // UpdateFleetPortSettings API operation for Amazon GameLift. // // Updates port settings for a fleet. To update settings, specify the fleet // ID to be updated and list the permissions you want to update. List the permissions // you want to add in InboundPermissionAuthorizations, and permissions you want // to remove in InboundPermissionRevocations. Permissions to be removed must // match existing fleet permissions. If successful, the fleet ID for the updated // fleet is returned. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation UpdateFleetPortSettings for usage and error information. // // Returned Error Codes: // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ConflictException // The requested operation would cause a conflict with the current state of // a service resource associated with the request. Resolve the conflict before // retrying this request. // // * InvalidFleetStatusException // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the fleet. Resolve the conflict // before retrying. // // * LimitExceededException // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // func (c *GameLift) UpdateFleetPortSettings(input *UpdateFleetPortSettingsInput) (*UpdateFleetPortSettingsOutput, error) { req, out := c.UpdateFleetPortSettingsRequest(input) err := req.Send() return out, err } const opUpdateGameSession = "UpdateGameSession" // UpdateGameSessionRequest generates a "aws/request.Request" representing the // client's request for the UpdateGameSession operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See UpdateGameSession for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the UpdateGameSession method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the UpdateGameSessionRequest method. // req, resp := client.UpdateGameSessionRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) UpdateGameSessionRequest(input *UpdateGameSessionInput) (req *request.Request, output *UpdateGameSessionOutput) { op := &request.Operation{ Name: opUpdateGameSession, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateGameSessionInput{} } req = c.newRequest(op, input, output) output = &UpdateGameSessionOutput{} req.Data = output return } // UpdateGameSession API operation for Amazon GameLift. // // Updates game session properties. This includes the session name, maximum // player count, protection policy, which controls whether or not an active // game session can be terminated during a scale-down event, and the player // session creation policy, which controls whether or not new players can join // the session. To update a game session, specify the game session ID and the // values you want to change. If successful, an updated GameSession object is // returned. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation UpdateGameSession for usage and error information. // // Returned Error Codes: // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ConflictException // The requested operation would cause a conflict with the current state of // a service resource associated with the request. Resolve the conflict before // retrying this request. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidGameSessionStatusException // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the game instance. Resolve // the conflict before retrying. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // func (c *GameLift) UpdateGameSession(input *UpdateGameSessionInput) (*UpdateGameSessionOutput, error) { req, out := c.UpdateGameSessionRequest(input) err := req.Send() return out, err } const opUpdateRuntimeConfiguration = "UpdateRuntimeConfiguration" // UpdateRuntimeConfigurationRequest generates a "aws/request.Request" representing the // client's request for the UpdateRuntimeConfiguration operation. The "output" return // value can be used to capture response data after the request's "Send" method // is called. // // See UpdateRuntimeConfiguration for usage and error information. // // Creating a request object using this method should be used when you want to inject // custom logic into the request's lifecycle using a custom handler, or if you want to // access properties on the request object before or after sending the request. If // you just want the service response, call the UpdateRuntimeConfiguration method directly // instead. // // Note: You must call the "Send" method on the returned request object in order // to execute the request. // // // Example sending a request using the UpdateRuntimeConfigurationRequest method. // req, resp := client.UpdateRuntimeConfigurationRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // func (c *GameLift) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigurationInput) (req *request.Request, output *UpdateRuntimeConfigurationOutput) { op := &request.Operation{ Name: opUpdateRuntimeConfiguration, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateRuntimeConfigurationInput{} } req = c.newRequest(op, input, output) output = &UpdateRuntimeConfigurationOutput{} req.Data = output return } // UpdateRuntimeConfiguration API operation for Amazon GameLift. // // Updates the current runtime configuration for the specified fleet, which // tells 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 the updated collection of server process configurations. // // Each instance in a 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; // they continue to run until they end, while GameLift simply adds new server // processes to fit the current runtime configuration. As a result, the runtime // configuration changes are applied gradually as existing processes shut down // and new processes are launched in GameLift's normal process recycling activity. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation UpdateRuntimeConfiguration for usage and error information. // // Returned Error Codes: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * InvalidFleetStatusException // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the fleet. Resolve the conflict // before retrying. // func (c *GameLift) UpdateRuntimeConfiguration(input *UpdateRuntimeConfigurationInput) (*UpdateRuntimeConfigurationOutput, error) { req, out := c.UpdateRuntimeConfigurationRequest(input) err := req.Send() return out, err } // Properties describing a fleet alias. type Alias struct { _ struct{} `type:"structure"` // Unique identifier for a fleet alias. AliasId *string `type:"string"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (ex: "1469498468.057". CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Human-readable description of an alias. Description *string `type:"string"` // Time stamp indicating when this data object was last modified. Format is // a number expressed in Unix time as milliseconds (ex: "1469498468.057". LastUpdatedTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Descriptive label associated with an alias. Alias names do not need to be // unique. Name *string `min:"1" type:"string"` // Routing configuration for a fleet alias. RoutingStrategy *RoutingStrategy `type:"structure"` } // String returns the string representation func (s Alias) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s Alias) GoString() string { return s.String() } // AWS access credentials required to upload game build files to Amazon GameLift. // These credentials are generated with CreateBuild, and are valid for a limited // time. If they expire before you upload your game build, get a new set by // calling RequestUploadCredentials. type AwsCredentials struct { _ struct{} `type:"structure"` // Access key for an AWS account. AccessKeyId *string `min:"1" type:"string"` // Secret key for an AWS account. SecretAccessKey *string `min:"1" type:"string"` // Token specific to a build ID. SessionToken *string `min:"1" type:"string"` } // String returns the string representation func (s AwsCredentials) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s AwsCredentials) GoString() string { return s.String() } // Properties describing a game build. type Build struct { _ struct{} `type:"structure"` // Unique identifier for a build. BuildId *string `type:"string"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (ex: "1469498468.057". CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Descriptive label associated with a build. Build names do not need to be // unique. It can be set using CreateBuild or UpdateBuild. Name *string `type:"string"` // Operating system that the game server binaries are built to run on. This // value determines the type of fleet resources that you can use for this build. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // File size of the uploaded game build, expressed in bytes. When the build // status is INITIALIZED, this value is 0. SizeOnDisk *int64 `min:"1" type:"long"` // Current status of the build. // // Possible build statuses include the following: // // * INITIALIZED – A new build has been defined, but no files have been uploaded. // You cannot create fleets for builds that are in this status. When a build // is successfully created, the build status is set to this value. // // * READY – The game build has been successfully uploaded. You can now create // new fleets for this build. // // * FAILED – The game build upload failed. You cannot create new fleets // for this build. Status *string `type:"string" enum:"BuildStatus"` // Version associated with this build. Version strings do not need to be unique // to a build. This value can be set using CreateBuild or UpdateBuild. Version *string `type:"string"` } // String returns the string representation func (s Build) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s Build) GoString() string { return s.String() } // Represents the input for a request action. type CreateAliasInput struct { _ struct{} `type:"structure"` // Human-readable description of an alias. Description *string `min:"1" type:"string"` // Descriptive label associated with an alias. Alias names do not need to be // unique. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Object specifying the fleet and routing type to use for the alias. // // RoutingStrategy is a required field RoutingStrategy *RoutingStrategy `type:"structure" required:"true"` } // String returns the string representation func (s CreateAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreateAliasInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateAliasInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateAliasInput"} if s.Description != nil && len(*s.Description) < 1 { invalidParams.Add(request.NewErrParamMinLen("Description", 1)) } if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.RoutingStrategy == nil { invalidParams.Add(request.NewErrParamRequired("RoutingStrategy")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type CreateAliasOutput struct { _ struct{} `type:"structure"` // Object containing the newly created alias record. Alias *Alias `type:"structure"` } // String returns the string representation func (s CreateAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreateAliasOutput) GoString() string { return s.String() } // Represents the input for a request action. type CreateBuildInput struct { _ struct{} `type:"structure"` // Descriptive label associated with a build. Build names do not need to be // unique. A build name can be changed later using UpdateBuild. Name *string `min:"1" type:"string"` // Operating system that the game server binaries are built to run on. This // value determines the type of fleet resources that you can use for this build. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // Location in Amazon Simple Storage Service (Amazon S3) where a build's files // are stored. This location is assigned in response to a CreateBuild call, // and is always in the same region as the service used to create the build. // For more details see the Amazon S3 documentation (http://aws.amazon.com/documentation/s3/). StorageLocation *S3Location `type:"structure"` // Version associated with this build. Version strings do not need to be unique // to a build. A build version can be changed later using UpdateBuild. Version *string `min:"1" type:"string"` } // String returns the string representation func (s CreateBuildInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreateBuildInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateBuildInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateBuildInput"} if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.Version != nil && len(*s.Version) < 1 { invalidParams.Add(request.NewErrParamMinLen("Version", 1)) } if s.StorageLocation != nil { if err := s.StorageLocation.Validate(); err != nil { invalidParams.AddNested("StorageLocation", err.(request.ErrInvalidParams)) } } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type CreateBuildOutput struct { _ struct{} `type:"structure"` // Set of properties for the newly created build. Build *Build `type:"structure"` // Amazon S3 path and key, identifying where the game build files are stored. StorageLocation *S3Location `type:"structure"` // AWS credentials required when uploading a game build to the storage location. // These credentials have a limited lifespan and are valid only for the build // they were issued for. If you need to get fresh credentials, call RequestUploadCredentials. UploadCredentials *AwsCredentials `type:"structure"` } // String returns the string representation func (s CreateBuildOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreateBuildOutput) GoString() string { return s.String() } // Represents the input for a request action. type CreateFleetInput struct { _ struct{} `type:"structure"` // Unique identifier of the build to be deployed on the new fleet. The build // must have been successfully uploaded to GameLift and be in a READY status. // This fleet setting cannot be changed once the fleet is created. // // BuildId is a required field BuildId *string `type:"string" required:"true"` // Human-readable description of a fleet. Description *string `min:"1" type:"string"` // Range of IP addresses and port settings that permit inbound traffic to access // server processes running on the fleet. If no inbound permissions are set, // including both IP address range and port range, the server processes in the // fleet cannot accept connections. You can specify one or more sets of permissions // for a fleet. EC2InboundPermissions []*IpPermission `type:"list"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. // // EC2InstanceType is a required field EC2InstanceType *string `type:"string" required:"true" enum:"EC2InstanceType"` // Location of default log files. When a server process is shut down, Amazon // GameLift captures and stores any log files in this location. These logs are // in addition to game session logs; see more on game session logs in the Amazon // GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code). // If no default log path for a fleet is specified, GameLift will automatically // upload logs stored on each instance at C:\game\logs. Use the GameLift console // to access stored logs. LogPaths []*string `type:"list"` // Descriptive label associated with a fleet. Fleet names do not need to be // unique. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Game session protection policy to apply to all instances in this fleet. If // this parameter is not set, instances in this fleet default to no protection. // You can change a fleet's protection policy using UpdateFleetAttributes, but // this change will only affect sessions created after the policy change. You // can also set protection for individual instances using UpdateGameSession. // // * NoProtection – The game session can be terminated during a scale-down // event. // // * FullProtection – If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // Policy that limits the number of game sessions an individual player can create // over a span of time for this fleet. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // Instructions for launching server processes on each instance in the fleet. // The runtime configuration for a fleet has a collection of server process // configurations, one for each type of server process to run on an instance. // A server process configuration specifies the location of the server executable, // launch parameters, and the number of concurrent processes with that configuration // to maintain on each instance. A CreateFleet request must include a runtime // configuration with at least one server process configuration; otherwise the // request will fail with an invalid request exception. (This parameter replaces // the parameters ServerLaunchPath and ServerLaunchParameters; requests that // contain values for these parameters instead of a runtime configuration will // continue to work.) RuntimeConfiguration *RuntimeConfiguration `type:"structure"` // This parameter is no longer used. Instead, specify server launch parameters // in the RuntimeConfiguration parameter. (Requests that specify a server launch // path and launch parameters instead of a runtime configuration will continue // to work.) ServerLaunchParameters *string `min:"1" type:"string"` // This parameter is no longer used. Instead, specify a server launch path using // the RuntimeConfiguration parameter. (Requests that specify a server launch // path and launch parameters instead of a runtime configuration will continue // to work.) ServerLaunchPath *string `min:"1" type:"string"` } // String returns the string representation func (s CreateFleetInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreateFleetInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateFleetInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateFleetInput"} if s.BuildId == nil { invalidParams.Add(request.NewErrParamRequired("BuildId")) } if s.Description != nil && len(*s.Description) < 1 { invalidParams.Add(request.NewErrParamMinLen("Description", 1)) } if s.EC2InstanceType == nil { invalidParams.Add(request.NewErrParamRequired("EC2InstanceType")) } if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.ServerLaunchParameters != nil && len(*s.ServerLaunchParameters) < 1 { invalidParams.Add(request.NewErrParamMinLen("ServerLaunchParameters", 1)) } if s.ServerLaunchPath != nil && len(*s.ServerLaunchPath) < 1 { invalidParams.Add(request.NewErrParamMinLen("ServerLaunchPath", 1)) } if s.EC2InboundPermissions != nil { for i, v := range s.EC2InboundPermissions { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "EC2InboundPermissions", i), err.(request.ErrInvalidParams)) } } } if s.RuntimeConfiguration != nil { if err := s.RuntimeConfiguration.Validate(); err != nil { invalidParams.AddNested("RuntimeConfiguration", err.(request.ErrInvalidParams)) } } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type CreateFleetOutput struct { _ struct{} `type:"structure"` // Properties for the newly created fleet. FleetAttributes *FleetAttributes `type:"structure"` } // String returns the string representation func (s CreateFleetOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreateFleetOutput) GoString() string { return s.String() } // Represents the input for a request action. type CreateGameSessionInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet alias. Each request must reference either a // fleet ID or alias ID, but not both. AliasId *string `type:"string"` // Player ID identifying the person or entity creating the game session. This // ID is used to enforce a resource protection policy (if one exists) that limits // the number of concurrent active game sessions one player can have. CreatorId *string `min:"1" type:"string"` // Unique identifier for a fleet. Each request must reference either a fleet // ID or alias ID, but not both. FleetId *string `type:"string"` // Set of properties used to administer a game session. These properties are // passed to the server process hosting it. GameProperties []*GameProperty `type:"list"` // Custom string to include in the game session ID, with a maximum length of // 48 characters. If this parameter is set, GameLift creates a game session // ID in the following format: "arn:aws:gamelift:::gamesession/fleet-/". For example, this full game session ID: "arn:aws:gamelift:us-west-2::gamesession/fleet-2ec2aae5-c2c7-43ca-b19d-8249fe5fddf2/my-game-session" // includes the custom ID string "my-game-session". If this parameter is not // set, GameLift creates a game session ID in the same format with an auto-generated // ID string. GameSessionId *string `min:"1" type:"string"` // Maximum number of players that can be connected simultaneously to the game // session. // // MaximumPlayerSessionCount is a required field MaximumPlayerSessionCount *int64 `type:"integer" required:"true"` // Descriptive label associated with a game session. Session names do not need // to be unique. Name *string `min:"1" type:"string"` } // String returns the string representation func (s CreateGameSessionInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreateGameSessionInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateGameSessionInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateGameSessionInput"} if s.CreatorId != nil && len(*s.CreatorId) < 1 { invalidParams.Add(request.NewErrParamMinLen("CreatorId", 1)) } if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.MaximumPlayerSessionCount == nil { invalidParams.Add(request.NewErrParamRequired("MaximumPlayerSessionCount")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.GameProperties != nil { for i, v := range s.GameProperties { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "GameProperties", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type CreateGameSessionOutput struct { _ struct{} `type:"structure"` // Object containing the newly created game session record. GameSession *GameSession `type:"structure"` } // String returns the string representation func (s CreateGameSessionOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreateGameSessionOutput) GoString() string { return s.String() } // Represents the input for a request action. type CreatePlayerSessionInput struct { _ struct{} `type:"structure"` // Unique identifier for the game session to add a player to. Game session ID // format is as follows: "arn:aws:gamelift:::gamesession/fleet-/". The value of is either a custom ID string (if // one was specified when the game session was created) an auto-generated string. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` // Unique identifier for the player to be added. // // PlayerId is a required field PlayerId *string `min:"1" type:"string" required:"true"` } // String returns the string representation func (s CreatePlayerSessionInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreatePlayerSessionInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreatePlayerSessionInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreatePlayerSessionInput"} if s.GameSessionId == nil { invalidParams.Add(request.NewErrParamRequired("GameSessionId")) } if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.PlayerId == nil { invalidParams.Add(request.NewErrParamRequired("PlayerId")) } if s.PlayerId != nil && len(*s.PlayerId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerId", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type CreatePlayerSessionOutput struct { _ struct{} `type:"structure"` // Object containing the newly created player session record. PlayerSession *PlayerSession `type:"structure"` } // String returns the string representation func (s CreatePlayerSessionOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreatePlayerSessionOutput) GoString() string { return s.String() } // Represents the input for a request action. type CreatePlayerSessionsInput struct { _ struct{} `type:"structure"` // Unique identifier for the game session to add players to. Game session ID // format is as follows: "arn:aws:gamelift:::gamesession/fleet-/". The value of is either a custom ID string (if // one was specified when the game session was created) an auto-generated string. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` // List of unique identifiers for the players to be added. // // PlayerIds is a required field PlayerIds []*string `min:"1" type:"list" required:"true"` } // String returns the string representation func (s CreatePlayerSessionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreatePlayerSessionsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreatePlayerSessionsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreatePlayerSessionsInput"} if s.GameSessionId == nil { invalidParams.Add(request.NewErrParamRequired("GameSessionId")) } if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.PlayerIds == nil { invalidParams.Add(request.NewErrParamRequired("PlayerIds")) } if s.PlayerIds != nil && len(s.PlayerIds) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerIds", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type CreatePlayerSessionsOutput struct { _ struct{} `type:"structure"` // Collection of player session objects created for the added players. PlayerSessions []*PlayerSession `type:"list"` } // String returns the string representation func (s CreatePlayerSessionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreatePlayerSessionsOutput) GoString() string { return s.String() } // Represents the input for a request action. type DeleteAliasInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet alias. Specify the alias you want to delete. // // AliasId is a required field AliasId *string `type:"string" required:"true"` } // String returns the string representation func (s DeleteAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteAliasInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteAliasInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteAliasInput"} if s.AliasId == nil { invalidParams.Add(request.NewErrParamRequired("AliasId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } type DeleteAliasOutput struct { _ struct{} `type:"structure"` } // String returns the string representation func (s DeleteAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteAliasOutput) GoString() string { return s.String() } // Represents the input for a request action. type DeleteBuildInput struct { _ struct{} `type:"structure"` // Unique identifier for the build you want to delete. // // BuildId is a required field BuildId *string `type:"string" required:"true"` } // String returns the string representation func (s DeleteBuildInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteBuildInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteBuildInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteBuildInput"} if s.BuildId == nil { invalidParams.Add(request.NewErrParamRequired("BuildId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } type DeleteBuildOutput struct { _ struct{} `type:"structure"` } // String returns the string representation func (s DeleteBuildOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteBuildOutput) GoString() string { return s.String() } // Represents the input for a request action. type DeleteFleetInput struct { _ struct{} `type:"structure"` // Unique identifier for the fleet you want to delete. // // FleetId is a required field FleetId *string `type:"string" required:"true"` } // String returns the string representation func (s DeleteFleetInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteFleetInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteFleetInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteFleetInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } type DeleteFleetOutput struct { _ struct{} `type:"structure"` } // String returns the string representation func (s DeleteFleetOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteFleetOutput) GoString() string { return s.String() } // Represents the input for a request action. type DeleteScalingPolicyInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Descriptive label associated with a scaling policy. Policy names do not need // to be unique. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` } // String returns the string representation func (s DeleteScalingPolicyInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteScalingPolicyInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteScalingPolicyInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteScalingPolicyInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } type DeleteScalingPolicyOutput struct { _ struct{} `type:"structure"` } // String returns the string representation func (s DeleteScalingPolicyOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteScalingPolicyOutput) GoString() string { return s.String() } // Represents the input for a request action. type DescribeAliasInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet alias. Specify the alias you want to retrieve. // // AliasId is a required field AliasId *string `type:"string" required:"true"` } // String returns the string representation func (s DescribeAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeAliasInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeAliasInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeAliasInput"} if s.AliasId == nil { invalidParams.Add(request.NewErrParamRequired("AliasId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type DescribeAliasOutput struct { _ struct{} `type:"structure"` // Object containing the requested alias. Alias *Alias `type:"structure"` } // String returns the string representation func (s DescribeAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeAliasOutput) GoString() string { return s.String() } // Represents the input for a request action. type DescribeBuildInput struct { _ struct{} `type:"structure"` // Unique identifier of the build that you want to retrieve properties for. // // BuildId is a required field BuildId *string `type:"string" required:"true"` } // String returns the string representation func (s DescribeBuildInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeBuildInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeBuildInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeBuildInput"} if s.BuildId == nil { invalidParams.Add(request.NewErrParamRequired("BuildId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type DescribeBuildOutput struct { _ struct{} `type:"structure"` // Set of properties describing the requested build. Build *Build `type:"structure"` } // String returns the string representation func (s DescribeBuildOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeBuildOutput) GoString() string { return s.String() } // Represents the input for a request action. type DescribeEC2InstanceLimitsInput struct { _ struct{} `type:"structure"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. Leave // this parameter blank to retrieve limits for all types. EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` } // String returns the string representation func (s DescribeEC2InstanceLimitsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeEC2InstanceLimitsInput) GoString() string { return s.String() } // Represents the returned data in response to a request action. type DescribeEC2InstanceLimitsOutput struct { _ struct{} `type:"structure"` // Object containing the maximum number of instances for the specified instance // type. EC2InstanceLimits []*EC2InstanceLimit `type:"list"` } // String returns the string representation func (s DescribeEC2InstanceLimitsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeEC2InstanceLimitsOutput) GoString() string { return s.String() } // Represents the input for a request action. type DescribeFleetAttributesInput struct { _ struct{} `type:"structure"` // Unique identifiers for the fleet(s) that you want to retrieve attributes // for. To request attributes for all fleets, leave this parameter empty. FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. This parameter is ignored // when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeFleetAttributesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetAttributesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeFleetAttributesInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeFleetAttributesInput"} if s.FleetIds != nil && len(s.FleetIds) < 1 { invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type DescribeFleetAttributesOutput struct { _ struct{} `type:"structure"` // Collection of objects containing attribute metadata for each requested fleet // ID. FleetAttributes []*FleetAttributes `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeFleetAttributesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetAttributesOutput) GoString() string { return s.String() } // Represents the input for a request action. type DescribeFleetCapacityInput struct { _ struct{} `type:"structure"` // Unique identifier for the fleet(s) you want to retrieve capacity information // for. To request capacity information for all fleets, leave this parameter // empty. FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. This parameter is ignored // when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeFleetCapacityInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetCapacityInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeFleetCapacityInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeFleetCapacityInput"} if s.FleetIds != nil && len(s.FleetIds) < 1 { invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type DescribeFleetCapacityOutput struct { _ struct{} `type:"structure"` // Collection of objects containing capacity information for each requested // fleet ID. Leave this parameter empty to retrieve capacity information for // all fleets. FleetCapacity []*FleetCapacity `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeFleetCapacityOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetCapacityOutput) GoString() string { return s.String() } // Represents the input for a request action. type DescribeFleetEventsInput struct { _ struct{} `type:"structure"` // Most recent date to retrieve event logs for. If no end time is specified, // this call returns entries from the specified start time up to the present. // Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057". EndTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for the fleet to get event logs for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Earliest date to retrieve event logs for. If no start time is specified, // this call returns entries starting from when the fleet was created to the // specified end time. Format is a number expressed in Unix time as milliseconds // (ex: "1469498468.057". StartTime *time.Time `type:"timestamp" timestampFormat:"unix"` } // String returns the string representation func (s DescribeFleetEventsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetEventsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeFleetEventsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeFleetEventsInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type DescribeFleetEventsOutput struct { _ struct{} `type:"structure"` // Collection of objects containing event log entries for the specified fleet. Events []*Event `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeFleetEventsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetEventsOutput) GoString() string { return s.String() } // Represents the input for a request action. type DescribeFleetPortSettingsInput struct { _ struct{} `type:"structure"` // Unique identifier for the fleet you want to retrieve port settings for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` } // String returns the string representation func (s DescribeFleetPortSettingsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetPortSettingsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeFleetPortSettingsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeFleetPortSettingsInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type DescribeFleetPortSettingsOutput struct { _ struct{} `type:"structure"` // Object containing port settings for the requested fleet ID. InboundPermissions []*IpPermission `type:"list"` } // String returns the string representation func (s DescribeFleetPortSettingsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetPortSettingsOutput) GoString() string { return s.String() } // Represents the input for a request action. type DescribeFleetUtilizationInput struct { _ struct{} `type:"structure"` // Unique identifier for the fleet(s) you want to retrieve utilization data // for. To request utilization data for all fleets, leave this parameter empty. FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. This parameter is ignored // when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeFleetUtilizationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetUtilizationInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeFleetUtilizationInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeFleetUtilizationInput"} if s.FleetIds != nil && len(s.FleetIds) < 1 { invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type DescribeFleetUtilizationOutput struct { _ struct{} `type:"structure"` // Collection of objects containing utilization information for each requested // fleet ID. FleetUtilization []*FleetUtilization `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeFleetUtilizationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetUtilizationOutput) GoString() string { return s.String() } // Represents the input for a request action. type DescribeGameSessionDetailsInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet alias. Specify an alias to retrieve information // on all game sessions active on the fleet. AliasId *string `type:"string"` // Unique identifier for a fleet. Specify a fleet to retrieve information on // all game sessions active on the fleet. FleetId *string `type:"string"` // Unique identifier for the game session to retrieve information on. Game session // ID format is as follows: "arn:aws:gamelift:::gamesession/fleet-/". The value of is either a custom ID string (if // one was specified when the game session was created) an auto-generated string. GameSessionId *string `min:"1" type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Game session status to filter results on. Possible game session statuses // include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are // transitory). StatusFilter *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeGameSessionDetailsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeGameSessionDetailsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeGameSessionDetailsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionDetailsInput"} if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if s.StatusFilter != nil && len(*s.StatusFilter) < 1 { invalidParams.Add(request.NewErrParamMinLen("StatusFilter", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type DescribeGameSessionDetailsOutput struct { _ struct{} `type:"structure"` // Collection of objects containing game session properties and the protection // policy currently in force for each session matching the request. GameSessionDetails []*GameSessionDetail `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeGameSessionDetailsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeGameSessionDetailsOutput) GoString() string { return s.String() } // Represents the input for a request action. type DescribeGameSessionsInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet alias. Specify an alias to retrieve information // on all game sessions active on the fleet. AliasId *string `type:"string"` // Unique identifier for a fleet. Specify a fleet to retrieve information on // all game sessions active on the fleet. FleetId *string `type:"string"` // Unique identifier for the game session to retrieve information on. Game session // ID format is as follows: "arn:aws:gamelift:::gamesession/fleet-/". The value of is either a custom ID string (if // one was specified when the game session was created) an auto-generated string. GameSessionId *string `min:"1" type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Game session status to filter results on. Possible game session statuses // include ACTIVE, TERMINATED, ACTIVATING, and TERMINATING (the last two are // transitory). StatusFilter *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeGameSessionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeGameSessionsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeGameSessionsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionsInput"} if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if s.StatusFilter != nil && len(*s.StatusFilter) < 1 { invalidParams.Add(request.NewErrParamMinLen("StatusFilter", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type DescribeGameSessionsOutput struct { _ struct{} `type:"structure"` // Collection of objects containing game session properties for each session // matching the request. GameSessions []*GameSession `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeGameSessionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeGameSessionsOutput) GoString() string { return s.String() } // Represents the input for a request action. type DescribeInstancesInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet. Specify the fleet to retrieve instance information // for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Unique identifier for an instance. Specify an instance to retrieve information // for or leave blank to get information on all instances in the fleet. InstanceId *string `type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeInstancesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeInstancesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeInstancesInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeInstancesInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type DescribeInstancesOutput struct { _ struct{} `type:"structure"` // Collection of objects containing properties for each instance returned. Instances []*Instance `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeInstancesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeInstancesOutput) GoString() string { return s.String() } // Represents the input for a request action. type DescribePlayerSessionsInput struct { _ struct{} `type:"structure"` // Unique identifier for the game session to get player sessions for.Game session // ID format is as follows: "arn:aws:gamelift:::gamesession/fleet-/". The value of is either a custom ID string (if // one was specified when the game session was created) an auto-generated string. GameSessionId *string `min:"1" type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. If a player session ID is specified, // this parameter is ignored. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. If a player session ID is // specified, this parameter is ignored. NextToken *string `min:"1" type:"string"` // Unique identifier for a player. PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session. PlayerSessionId *string `type:"string"` // Player session status to filter results on. // // Possible player session statuses include the following: // // * RESERVED – The player session request has been received, but the player // has not yet connected to the server process and/or been validated. // // * ACTIVE – The player has been validated by the server process and is // currently connected. // // * COMPLETED – The player connection has been dropped. // // * TIMEDOUT – A player session request was received, but the player did // not connect and/or was not validated within the time-out limit (60 seconds). PlayerSessionStatusFilter *string `min:"1" type:"string"` } // String returns the string representation func (s DescribePlayerSessionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribePlayerSessionsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribePlayerSessionsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribePlayerSessionsInput"} if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if s.PlayerId != nil && len(*s.PlayerId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerId", 1)) } if s.PlayerSessionStatusFilter != nil && len(*s.PlayerSessionStatusFilter) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerSessionStatusFilter", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type DescribePlayerSessionsOutput struct { _ struct{} `type:"structure"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. NextToken *string `min:"1" type:"string"` // Collection of objects containing properties for each player session that // matches the request. PlayerSessions []*PlayerSession `type:"list"` } // String returns the string representation func (s DescribePlayerSessionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribePlayerSessionsOutput) GoString() string { return s.String() } // Represents the input for a request action. type DescribeRuntimeConfigurationInput struct { _ struct{} `type:"structure"` // Unique identifier of the fleet to get the runtime configuration for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` } // String returns the string representation func (s DescribeRuntimeConfigurationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeRuntimeConfigurationInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeRuntimeConfigurationInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeRuntimeConfigurationInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type DescribeRuntimeConfigurationOutput struct { _ struct{} `type:"structure"` // Instructions describing how server processes should be launched and maintained // on each instance in the fleet. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` } // String returns the string representation func (s DescribeRuntimeConfigurationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeRuntimeConfigurationOutput) GoString() string { return s.String() } // Represents the input for a request action. type DescribeScalingPoliciesInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet. Specify the fleet to retrieve scaling policies // for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Scaling policy status to filter results on. A scaling policy is only in force // when in an ACTIVE status. // // * ACTIVE – The scaling policy is currently in force. // // * UPDATEREQUESTED – A request to update the scaling policy has been received. // // * UPDATING – A change is being made to the scaling policy. // // * DELETEREQUESTED – A request to delete the scaling policy has been received. // // * DELETING – The scaling policy is being deleted. // // * DELETED – The scaling policy has been deleted. // // * ERROR – An error occurred in creating the policy. It should be removed // and recreated. StatusFilter *string `type:"string" enum:"ScalingStatusType"` } // String returns the string representation func (s DescribeScalingPoliciesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeScalingPoliciesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeScalingPoliciesInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeScalingPoliciesInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type DescribeScalingPoliciesOutput struct { _ struct{} `type:"structure"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. NextToken *string `min:"1" type:"string"` // Collection of objects containing the scaling policies matching the request. ScalingPolicies []*ScalingPolicy `type:"list"` } // String returns the string representation func (s DescribeScalingPoliciesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeScalingPoliciesOutput) GoString() string { return s.String() } // Current status of fleet capacity. The number of active instances should match // or be in the process of matching the number of desired instances. Pending // and terminating counts are non-zero only if fleet capacity is adjusting to // an UpdateFleetCapacity request, or if access to resources is temporarily // affected. type EC2InstanceCounts struct { _ struct{} `type:"structure"` // Actual number of active instances in the fleet. ACTIVE *int64 `type:"integer"` // Ideal number of active instances in the fleet. DESIRED *int64 `type:"integer"` // Number of active instances in the fleet that are not currently hosting a // game session. IDLE *int64 `type:"integer"` // Maximum value allowed for the fleet's instance count. MAXIMUM *int64 `type:"integer"` // Minimum value allowed for the fleet's instance count. MINIMUM *int64 `type:"integer"` // Number of instances in the fleet that are starting but not yet active. PENDING *int64 `type:"integer"` // Number of instances in the fleet that are no longer active but haven't yet // been terminated. TERMINATING *int64 `type:"integer"` } // String returns the string representation func (s EC2InstanceCounts) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s EC2InstanceCounts) GoString() string { return s.String() } // Maximum number of instances allowed based on the Amazon Elastic Compute Cloud // (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits. type EC2InstanceLimit struct { _ struct{} `type:"structure"` // Number of instances of the specified type that are currently in use by this // AWS account. CurrentInstances *int64 `type:"integer"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` // Number of instances allowed. InstanceLimit *int64 `type:"integer"` } // String returns the string representation func (s EC2InstanceLimit) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s EC2InstanceLimit) GoString() string { return s.String() } // Log entry describing an event involving an Amazon GameLift resource (such // as a fleet). type Event struct { _ struct{} `type:"structure"` // Type of event being logged. EventCode *string `type:"string" enum:"EventCode"` // Unique identifier for a fleet event. EventId *string `min:"1" type:"string"` // Time stamp indicating when this event occurred. Format is a number expressed // in Unix time as milliseconds (ex: "1469498468.057". EventTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Additional information related to the event. Message *string `min:"1" type:"string"` // Unique identifier for the resource, such as a fleet ID. ResourceId *string `min:"1" type:"string"` } // String returns the string representation func (s Event) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s Event) GoString() string { return s.String() } // General properties describing a fleet. type FleetAttributes struct { _ struct{} `type:"structure"` // Unique identifier for a build. BuildId *string `type:"string"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (ex: "1469498468.057". CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Human-readable description of the fleet. Description *string `min:"1" type:"string"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Location of default log files. When a server process is shut down, Amazon // GameLift captures and stores any log files in this location. These logs are // in addition to game session logs; see more on game session logs in the Amazon // GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code). // If no default log path for a fleet is specified, GameLift will automatically // upload logs stored on each instance at C:\game\logs. Use the GameLift console // to access stored logs. LogPaths []*string `type:"list"` // Descriptive label associated with a fleet. Fleet names do not need to be // unique. Name *string `min:"1" type:"string"` // Type of game session protection to set for all new instances started in the // fleet. // // * NoProtection – The game session can be terminated during a scale-down // event. // // * FullProtection – If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // Operating system of the fleet's computing resources. A fleet's operating // system depends on the OS specified for the build that is deployed on this // fleet. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // Fleet policy to limit the number of game sessions an individual player can // create over a span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // Game server launch parameters specified for fleets created prior to 2016-08-04 // (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after // this date are specified in the fleet's RuntimeConfiguration. ServerLaunchParameters *string `min:"1" type:"string"` // Path to a game server executable in the fleet's build, specified for fleets // created prior to 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths // for fleets created after this date are specified in the fleet's RuntimeConfiguration. ServerLaunchPath *string `min:"1" type:"string"` // Current status of the fleet. // // Possible fleet statuses include the following: // // * NEW – A new fleet has been defined and desired instances is set to 1. // // // * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING – GameLift is setting up // the new fleet, creating new instances with the game build and starting // server processes. // // * ACTIVE – Hosts can now accept game sessions. // // * ERROR – An error occurred when downloading, validating, building, or // activating the fleet. // // * DELETING – Hosts are responding to a delete fleet request. // // * TERMINATED – The fleet no longer exists. Status *string `type:"string" enum:"FleetStatus"` // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (ex: "1469498468.057". TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` } // String returns the string representation func (s FleetAttributes) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s FleetAttributes) GoString() string { return s.String() } // Information about the fleet's capacity. Fleet capacity is measured in EC2 // instances. By default, new fleets have a capacity of one instance, but can // be updated as needed. The maximum number of instances for a fleet is determined // by the fleet's instance type. type FleetCapacity struct { _ struct{} `type:"structure"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Current status of fleet capacity. InstanceCounts *EC2InstanceCounts `type:"structure"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. InstanceType *string `type:"string" enum:"EC2InstanceType"` } // String returns the string representation func (s FleetCapacity) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s FleetCapacity) GoString() string { return s.String() } // Current status of fleet utilization, including the number of game and player // sessions being hosted. type FleetUtilization struct { _ struct{} `type:"structure"` // Number of active game sessions currently being hosted on all instances in // the fleet. ActiveGameSessionCount *int64 `type:"integer"` // Number of server processes in an ACTIVE status currently running across all // instances in the fleet ActiveServerProcessCount *int64 `type:"integer"` // Number of active player sessions currently being hosted on all instances // in the fleet. CurrentPlayerSessionCount *int64 `type:"integer"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Maximum players allowed across all game sessions currently being hosted on // all instances in the fleet. MaximumPlayerSessionCount *int64 `type:"integer"` } // String returns the string representation func (s FleetUtilization) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s FleetUtilization) GoString() string { return s.String() } // Set of key-value pairs containing information a server process requires to // set up a game session. This object allows you to pass in any set of data // needed for your game. For more information, see the Amazon GameLift Developer // Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/). type GameProperty struct { _ struct{} `type:"structure"` // TBD // // Key is a required field Key *string `type:"string" required:"true"` // TBD // // Value is a required field Value *string `type:"string" required:"true"` } // String returns the string representation func (s GameProperty) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s GameProperty) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *GameProperty) Validate() error { invalidParams := request.ErrInvalidParams{Context: "GameProperty"} if s.Key == nil { invalidParams.Add(request.NewErrParamRequired("Key")) } if s.Value == nil { invalidParams.Add(request.NewErrParamRequired("Value")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Properties describing a game session. type GameSession struct { _ struct{} `type:"structure"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (ex: "1469498468.057". CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Player ID of the person or entity that created the game session. This ID // is used to enforce a resource protection policy (if one exists) that limits // the number of concurrent active game sessions one player can have. CreatorId *string `min:"1" type:"string"` // Number of players currently in the game session. CurrentPlayerSessionCount *int64 `type:"integer"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Set of custom properties for the game session. GameProperties []*GameProperty `type:"list"` // Unique identifier for a game session. Game session ID format is as follows: // "arn:aws:gamelift:::gamesession/fleet-/". The // value of is either a custom ID string (if one was specified when // the game session was created) an auto-generated string. GameSessionId *string `min:"1" type:"string"` // IP address of the game session. To connect to a GameLift server process, // an app needs both the IP address and port number. IpAddress *string `type:"string"` // Maximum number of players allowed in the game session. MaximumPlayerSessionCount *int64 `type:"integer"` // Descriptive label associated with a game session. Session names do not need // to be unique. Name *string `min:"1" type:"string"` // Indicates whether or not the game session is accepting new players. PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"` // Port number for the game session. To connect to a GameLift server process, // an app needs both the IP address and port number. Port *int64 `min:"1" type:"integer"` // Current status of the game session. A game session must be in an ACTIVE status // to have player sessions. Status *string `type:"string" enum:"GameSessionStatus"` // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (ex: "1469498468.057". TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` } // String returns the string representation func (s GameSession) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s GameSession) GoString() string { return s.String() } // A game session's properties and the protection policy currently in force. type GameSessionDetail struct { _ struct{} `type:"structure"` // Properties describing a game session. GameSession *GameSession `type:"structure"` // Current status of protection for the game session. // // * NoProtection – The game session can be terminated during a scale-down // event. // // * FullProtection – If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. ProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` } // String returns the string representation func (s GameSessionDetail) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s GameSessionDetail) GoString() string { return s.String() } // Represents the input for a request action. type GetGameSessionLogUrlInput struct { _ struct{} `type:"structure"` // Unique identifier for the game session to get logs for. Game session ID format // is as follows: "arn:aws:gamelift:::gamesession/fleet-/". The value of is either a custom ID string (if one was // specified when the game session was created) an auto-generated string. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` } // String returns the string representation func (s GetGameSessionLogUrlInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s GetGameSessionLogUrlInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *GetGameSessionLogUrlInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "GetGameSessionLogUrlInput"} if s.GameSessionId == nil { invalidParams.Add(request.NewErrParamRequired("GameSessionId")) } if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type GetGameSessionLogUrlOutput struct { _ struct{} `type:"structure"` // Location of the requested game session logs, available for download. PreSignedUrl *string `min:"1" type:"string"` } // String returns the string representation func (s GetGameSessionLogUrlOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s GetGameSessionLogUrlOutput) GoString() string { return s.String() } // Properties describing an instance of a virtual computing resource that is // hosting game servers. Fleets contain zero or more instances. type Instance struct { _ struct{} `type:"structure"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (ex: "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for the fleet that the instance belongs to. FleetId *string `type:"string"` // Unique identifier for the instance. InstanceId *string `type:"string"` // IP address assigned to the instance. IpAddress *string `type:"string"` // Operating system being used on this instance. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // Current status of the instance. Possible statuses include the following: // // * PENDING – The instance is in the process of being created and launching // server processes as defined in the fleet's runtime configuration. // // * ACTIVE – The instance has been successfully created and at least one // server process has successfully launched and reported back to GameLift // that it is ready to host a game session. The instance is now considered // ready to host game sessions. // // * TERMINATING – The instance is in the process of shutting down. This // may happen to reduce capacity during a scaling down event or to recycle // resources in the event of a problem. Status *string `type:"string" enum:"InstanceStatus"` // EC2 instance type that defines the computing resources of this instance. Type *string `type:"string" enum:"EC2InstanceType"` } // String returns the string representation func (s Instance) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s Instance) GoString() string { return s.String() } // A range of IP addresses and port settings that allow inbound traffic to connect // to server processes on GameLift. Each game session hosted on a fleet is assigned // a unique combination of IP address and port number, which must fall into // the fleet's allowed ranges. This combination is included in the GameSession // object. type IpPermission struct { _ struct{} `type:"structure"` // Starting value for a range of allowed port numbers. // // FromPort is a required field FromPort *int64 `min:"1" type:"integer" required:"true"` // Range of allowed IP addresses. This value must be expressed in CIDR notation // (https://tools.ietf.org/id/cidr). Example: "000.000.000.000/[subnet mask]" // or optionally the shortened version "0.0.0.0/[subnet mask]". // // IpRange is a required field IpRange *string `type:"string" required:"true"` // Network communication protocol used by the fleet. // // Protocol is a required field Protocol *string `type:"string" required:"true" enum:"IpProtocol"` // Ending value for a range of allowed port numbers. Port numbers are end-inclusive. // This value must be higher than FromPort. // // ToPort is a required field ToPort *int64 `min:"1" type:"integer" required:"true"` } // String returns the string representation func (s IpPermission) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s IpPermission) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *IpPermission) Validate() error { invalidParams := request.ErrInvalidParams{Context: "IpPermission"} if s.FromPort == nil { invalidParams.Add(request.NewErrParamRequired("FromPort")) } if s.FromPort != nil && *s.FromPort < 1 { invalidParams.Add(request.NewErrParamMinValue("FromPort", 1)) } if s.IpRange == nil { invalidParams.Add(request.NewErrParamRequired("IpRange")) } if s.Protocol == nil { invalidParams.Add(request.NewErrParamRequired("Protocol")) } if s.ToPort == nil { invalidParams.Add(request.NewErrParamRequired("ToPort")) } if s.ToPort != nil && *s.ToPort < 1 { invalidParams.Add(request.NewErrParamMinValue("ToPort", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the input for a request action. type ListAliasesInput struct { _ struct{} `type:"structure"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Descriptive label associated with an alias. Alias names do not need to be // unique. Name *string `min:"1" type:"string"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Type of routing to filter results on. Use this parameter to retrieve only // aliases of a certain type. To retrieve all aliases, leave this parameter // empty. // // Possible routing types include the following: // // * SIMPLE – The alias resolves to one specific fleet. Use this type when // routing to active fleets. // // * TERMINAL – The alias does not resolve to a fleet but instead can be // used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException // with the RoutingStrategy message embedded. RoutingStrategyType *string `type:"string" enum:"RoutingStrategyType"` } // String returns the string representation func (s ListAliasesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ListAliasesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ListAliasesInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ListAliasesInput"} if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type ListAliasesOutput struct { _ struct{} `type:"structure"` // Collection of alias records that match the list request. Aliases []*Alias `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s ListAliasesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ListAliasesOutput) GoString() string { return s.String() } // Represents the input for a request action. type ListBuildsInput struct { _ struct{} `type:"structure"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Build status to filter results by. To retrieve all builds, leave this parameter // empty. // // Possible build statuses include the following: // // * INITIALIZED – A new build has been defined, but no files have been uploaded. // You cannot create fleets for builds that are in this status. When a build // is successfully created, the build status is set to this value. // // * READY – The game build has been successfully uploaded. You can now create // new fleets for this build. // // * FAILED – The game build upload failed. You cannot create new fleets // for this build. Status *string `type:"string" enum:"BuildStatus"` } // String returns the string representation func (s ListBuildsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ListBuildsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ListBuildsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ListBuildsInput"} if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type ListBuildsOutput struct { _ struct{} `type:"structure"` // Collection of build records that match the request. Builds []*Build `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s ListBuildsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ListBuildsOutput) GoString() string { return s.String() } // Represents the input for a request action. type ListFleetsInput struct { _ struct{} `type:"structure"` // Unique identifier of the build to return fleets for. Use this parameter to // return only fleets using the specified build. To retrieve all fleets, leave // this parameter empty. BuildId *string `type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s ListFleetsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ListFleetsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ListFleetsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ListFleetsInput"} if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type ListFleetsOutput struct { _ struct{} `type:"structure"` // Set of fleet IDs matching the list request. You can retrieve additional information // about all returned fleets by passing this result set to a call to DescribeFleetAttributes, // DescribeFleetCapacity, and DescribeFleetUtilization. FleetIds []*string `min:"1" type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s ListFleetsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ListFleetsOutput) GoString() string { return s.String() } // Properties describing a player session. type PlayerSession struct { _ struct{} `type:"structure"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (ex: "1469498468.057". CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Unique identifier for the game session that the player session is connected // to. GameSessionId *string `min:"1" type:"string"` // Game session IP address. All player sessions reference the game session location. IpAddress *string `type:"string"` // Unique identifier for a player. PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session. PlayerSessionId *string `type:"string"` // Port number for the game session. To connect to a GameLift server process, // an app needs both the IP address and port number. Port *int64 `min:"1" type:"integer"` // Current status of the player session. // // Possible player session statuses include the following: // // * RESERVED – The player session request has been received, but the player // has not yet connected to the server process and/or been validated. // // * ACTIVE – The player has been validated by the server process and is // currently connected. // // * COMPLETED – The player connection has been dropped. // // * TIMEDOUT – A player session request was received, but the player did // not connect and/or was not validated within the time-out limit (60 seconds). Status *string `type:"string" enum:"PlayerSessionStatus"` // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (ex: "1469498468.057". TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` } // String returns the string representation func (s PlayerSession) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s PlayerSession) GoString() string { return s.String() } // Represents the input for a request action. type PutScalingPolicyInput struct { _ struct{} `type:"structure"` // Comparison operator to use when measuring the metric against the threshold // value. // // ComparisonOperator is a required field ComparisonOperator *string `type:"string" required:"true" enum:"ComparisonOperatorType"` // Length of time (in minutes) the metric must be at or beyond the threshold // before a scaling event is triggered. // // EvaluationPeriods is a required field EvaluationPeriods *int64 `min:"1" type:"integer" required:"true"` // Unique identity for the fleet to scale with this policy. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Name of the Amazon GameLift-defined metric that is used to trigger an adjustment. // // * ActivatingGameSessions – number of game sessions in the process of being // created (game session status = ACTIVATING). // // * ActiveGameSessions – number of game sessions currently running (game // session status = ACTIVE). // // * CurrentPlayerSessions – number of active or reserved player sessions // (player session status = ACTIVE or RESERVED). // // * AvailablePlayerSessions – number of player session slots currently available // in active game sessions across the fleet, calculated by subtracting a // game session's current player session count from its maximum player session // count. This number includes game sessions that are not currently accepting // players (game session PlayerSessionCreationPolicy = DENY_ALL). // // * ActiveInstances – number of instances currently running a game session. // // * IdleInstances – number of instances not currently running a game session. // // MetricName is a required field MetricName *string `type:"string" required:"true" enum:"MetricName"` // Descriptive label associated with a scaling policy. Policy names do not need // to be unique. A fleet can have only one scaling policy with the same name. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Amount of adjustment to make, based on the scaling adjustment type. // // ScalingAdjustment is a required field ScalingAdjustment *int64 `type:"integer" required:"true"` // Type of adjustment to make to a fleet's instance count (see FleetCapacity): // // * ChangeInCapacity – add (or subtract) the scaling adjustment value from // the current instance count. Positive values scale up while negative values // scale down. // // * ExactCapacity – set the instance count to the scaling adjustment value. // // * PercentChangeInCapacity – increase or reduce the current instance count // by the scaling adjustment, read as a percentage. Positive values scale // up while negative values scale down; for example, a value of "-10" scales // the fleet down by 10%. // // ScalingAdjustmentType is a required field ScalingAdjustmentType *string `type:"string" required:"true" enum:"ScalingAdjustmentType"` // Metric value used to trigger a scaling event. // // Threshold is a required field Threshold *float64 `type:"double" required:"true"` } // String returns the string representation func (s PutScalingPolicyInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s PutScalingPolicyInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *PutScalingPolicyInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "PutScalingPolicyInput"} if s.ComparisonOperator == nil { invalidParams.Add(request.NewErrParamRequired("ComparisonOperator")) } if s.EvaluationPeriods == nil { invalidParams.Add(request.NewErrParamRequired("EvaluationPeriods")) } if s.EvaluationPeriods != nil && *s.EvaluationPeriods < 1 { invalidParams.Add(request.NewErrParamMinValue("EvaluationPeriods", 1)) } if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.MetricName == nil { invalidParams.Add(request.NewErrParamRequired("MetricName")) } if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.ScalingAdjustment == nil { invalidParams.Add(request.NewErrParamRequired("ScalingAdjustment")) } if s.ScalingAdjustmentType == nil { invalidParams.Add(request.NewErrParamRequired("ScalingAdjustmentType")) } if s.Threshold == nil { invalidParams.Add(request.NewErrParamRequired("Threshold")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type PutScalingPolicyOutput struct { _ struct{} `type:"structure"` // Descriptive label associated with a scaling policy. Policy names do not need // to be unique. Name *string `min:"1" type:"string"` } // String returns the string representation func (s PutScalingPolicyOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s PutScalingPolicyOutput) GoString() string { return s.String() } // Represents the input for a request action. type RequestUploadCredentialsInput struct { _ struct{} `type:"structure"` // Unique identifier for the build you want to get credentials for. // // BuildId is a required field BuildId *string `type:"string" required:"true"` } // String returns the string representation func (s RequestUploadCredentialsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s RequestUploadCredentialsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *RequestUploadCredentialsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "RequestUploadCredentialsInput"} if s.BuildId == nil { invalidParams.Add(request.NewErrParamRequired("BuildId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type RequestUploadCredentialsOutput struct { _ struct{} `type:"structure"` // Amazon S3 path and key, identifying where the game build files are stored. StorageLocation *S3Location `type:"structure"` // AWS credentials required when uploading a game build to the storage location. // These credentials have a limited lifespan and are valid only for the build // they were issued for. UploadCredentials *AwsCredentials `type:"structure"` } // String returns the string representation func (s RequestUploadCredentialsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s RequestUploadCredentialsOutput) GoString() string { return s.String() } // Represents the input for a request action. type ResolveAliasInput struct { _ struct{} `type:"structure"` // Unique identifier for the alias you want to resolve. // // AliasId is a required field AliasId *string `type:"string" required:"true"` } // String returns the string representation func (s ResolveAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ResolveAliasInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ResolveAliasInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ResolveAliasInput"} if s.AliasId == nil { invalidParams.Add(request.NewErrParamRequired("AliasId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type ResolveAliasOutput struct { _ struct{} `type:"structure"` // Fleet ID associated with the requested alias. FleetId *string `type:"string"` } // String returns the string representation func (s ResolveAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ResolveAliasOutput) GoString() string { return s.String() } // Policy that limits the number of game sessions a player can create on the // same fleet. This optional policy gives game owners control over how players // can consume available game server resources. A resource creation policy makes // the following statement: "An individual player can create a maximum number // of new game sessions within a specified time period". // // The policy is evaluated when a player tries to create a new game session. // For example, with a policy of 10 new game sessions and a time period of 60 // minutes, on receiving a CreateGameSession request, GameLift checks that the // player (identified by CreatorId) has created fewer than 10 game sessions // in the past 60 minutes. type ResourceCreationLimitPolicy struct { _ struct{} `type:"structure"` // Maximum number of game sessions an individual can create during the policy // period. NewGameSessionsPerCreator *int64 `type:"integer"` // Time span used to evaluate the resource creation limit policy. PolicyPeriodInMinutes *int64 `type:"integer"` } // String returns the string representation func (s ResourceCreationLimitPolicy) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ResourceCreationLimitPolicy) GoString() string { return s.String() } // Routing configuration for a fleet alias. type RoutingStrategy struct { _ struct{} `type:"structure"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Message text to be used with a terminal routing strategy. Message *string `type:"string"` // Type of routing strategy. // // Possible routing types include the following: // // * SIMPLE – The alias resolves to one specific fleet. Use this type when // routing to active fleets. // // * TERMINAL – The alias does not resolve to a fleet but instead can be // used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException // with the RoutingStrategy message embedded. Type *string `type:"string" enum:"RoutingStrategyType"` } // String returns the string representation func (s RoutingStrategy) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s RoutingStrategy) GoString() string { return s.String() } // Collection of server process configurations that describe what processes // should be run on each instance in a fleet. An instance can launch and maintain // multiple server processes based on the runtime configuration; it regularly // checks for an updated runtime configuration and starts new server processes // to match the latest version. // // The key purpose of a runtime configuration with multiple server process configurations // is to be able to run more than one kind of game server in a single fleet. // You can include configurations for more than one server executable in order // to run two or more different programs to run on the same instance. This option // might be useful, for example, to run more than one version of your game server // on the same fleet. Another option is to specify configurations for the same // server executable but with different launch parameters. // // A GameLift instance is limited to 50 processes running simultaneously. To // calculate the total number of processes specified in a runtime configuration, // add the values of the ConcurrentExecutions parameter for each ServerProcess // object in the runtime configuration. type RuntimeConfiguration struct { _ struct{} `type:"structure"` // Collection of server process configurations describing what server processes // to run on each instance in a fleet ServerProcesses []*ServerProcess `min:"1" type:"list"` } // String returns the string representation func (s RuntimeConfiguration) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s RuntimeConfiguration) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *RuntimeConfiguration) Validate() error { invalidParams := request.ErrInvalidParams{Context: "RuntimeConfiguration"} if s.ServerProcesses != nil && len(s.ServerProcesses) < 1 { invalidParams.Add(request.NewErrParamMinLen("ServerProcesses", 1)) } if s.ServerProcesses != nil { for i, v := range s.ServerProcesses { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "ServerProcesses", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // Location in Amazon Simple Storage Service (Amazon S3) where a build's files // are stored. This location is assigned in response to a CreateBuild call, // and is always in the same region as the service used to create the build. // For more details see the Amazon S3 documentation (http://aws.amazon.com/documentation/s3/). type S3Location struct { _ struct{} `type:"structure"` // Amazon S3 bucket identifier. Bucket *string `min:"1" type:"string"` // Amazon S3 bucket key. Key *string `min:"1" type:"string"` // Amazon resource number for the cross-account access role that allows GameLift // access to the S3 bucket. RoleArn *string `min:"1" type:"string"` } // String returns the string representation func (s S3Location) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s S3Location) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *S3Location) Validate() error { invalidParams := request.ErrInvalidParams{Context: "S3Location"} if s.Bucket != nil && len(*s.Bucket) < 1 { invalidParams.Add(request.NewErrParamMinLen("Bucket", 1)) } if s.Key != nil && len(*s.Key) < 1 { invalidParams.Add(request.NewErrParamMinLen("Key", 1)) } if s.RoleArn != nil && len(*s.RoleArn) < 1 { invalidParams.Add(request.NewErrParamMinLen("RoleArn", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Rule that controls how a fleet is scaled. Scaling policies are uniquely identified // by the combination of name and fleet ID. type ScalingPolicy struct { _ struct{} `type:"structure"` // Comparison operator to use when measuring a metric against the threshold // value. ComparisonOperator *string `type:"string" enum:"ComparisonOperatorType"` // Length of time (in minutes) the metric must be at or beyond the threshold // before a scaling event is triggered. EvaluationPeriods *int64 `min:"1" type:"integer"` // Unique identity for the fleet associated with this scaling policy. FleetId *string `type:"string"` // Name of the GameLift-defined metric that is used to trigger an adjustment. // // * ActivatingGameSessions – number of game sessions in the process of being // created (game session status = ACTIVATING). // // * ActiveGameSessions – number of game sessions currently running (game // session status = ACTIVE). // // * CurrentPlayerSessions – number of active or reserved player sessions // (player session status = ACTIVE or RESERVED). // // * AvailablePlayerSessions – number of player session slots currently available // in active game sessions across the fleet, calculated by subtracting a // game session's current player session count from its maximum player session // count. This number does include game sessions that are not currently accepting // players (game session PlayerSessionCreationPolicy = DENY_ALL). // // * ActiveInstances – number of instances currently running a game session. // // * IdleInstances – number of instances not currently running a game session. MetricName *string `type:"string" enum:"MetricName"` // Descriptive label associated with a scaling policy. Policy names do not need // to be unique. Name *string `min:"1" type:"string"` // Amount of adjustment to make, based on the scaling adjustment type. ScalingAdjustment *int64 `type:"integer"` // Type of adjustment to make to a fleet's instance count (see FleetCapacity): // // * ChangeInCapacity – add (or subtract) the scaling adjustment value from // the current instance count. Positive values scale up while negative values // scale down. // // * ExactCapacity – set the instance count to the scaling adjustment value. // // * PercentChangeInCapacity – increase or reduce the current instance count // by the scaling adjustment, read as a percentage. Positive values scale // up while negative values scale down. ScalingAdjustmentType *string `type:"string" enum:"ScalingAdjustmentType"` // Current status of the scaling policy. The scaling policy is only in force // when in an ACTIVE status. // // * ACTIVE – The scaling policy is currently in force. // // * UPDATE_REQUESTED – A request to update the scaling policy has been received. // // * UPDATING – A change is being made to the scaling policy. // // * DELETE_REQUESTED – A request to delete the scaling policy has been received. // // * DELETING – The scaling policy is being deleted. // // * DELETED – The scaling policy has been deleted. // // * ERROR – An error occurred in creating the policy. It should be removed // and recreated. Status *string `type:"string" enum:"ScalingStatusType"` // Metric value used to trigger a scaling event. Threshold *float64 `type:"double"` } // String returns the string representation func (s ScalingPolicy) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ScalingPolicy) GoString() string { return s.String() } // Represents the input for a request action. type SearchGameSessionsInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet alias. Each request must reference either a // fleet ID or alias ID, but not both. AliasId *string `type:"string"` // String containing the search criteria for the session search. If no filter // expression is included, the request returns results for all game sessions // in the fleet that are in ACTIVE status. // // A filter expression can contain one or multiple conditions. Each condition // consists of the following: // // * Operand -- Name of a game session attribute. Valid values are gameSessionName, // gameSessionId, creationTimeMillis, playerSessionCount, maximumSessions, // hasAvailablePlayerSessions. // // * Comparator -- Valid comparators are: =, <>, <, >, <=, >=. // // * Value -- Value to be searched for. Values can be numbers, boolean values // (true/false) or strings. String values are case sensitive, enclosed in // single quotes. Special characters must be escaped. Boolean and string // values can only be used with the comparators = and <>. For example, the // following filter expression searches on gameSessionName: "FilterExpression": // "gameSessionName = 'Matt\\'s Awesome Game 1'". // // To chain multiple conditions in a single expression, use the logical keywords // AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT // z, NOT (x OR y). // // Session search evaluates conditions from left to right using the following // precedence rules: // // =, <>, <, >, <=, >= // // Parentheses // // NOT // // AND // // OR // // For example, this filter expression retrieves game sessions hosting at least // ten players that have an open player slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true". FilterExpression *string `min:"1" type:"string"` // Unique identifier for a fleet. Each request must reference either a fleet // ID or alias ID, but not both. FleetId *string `type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. The maximum number of results returned // is 20, even if this value is not set or is set higher than 20. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Instructions on how to sort the search results. If no sort expression is // included, the request returns results in random order. A sort expression // consists of the following elements: // // * Operand -- Name of a game session attribute. Valid values are gameSessionName, // gameSessionId, creationTimeMillis, playerSessionCount, maximumSessions, // hasAvailablePlayerSessions. // // * Order -- Valid sort orders are ASC (ascending) and DESC (descending). // // For example, this sort expression returns the oldest active sessions first: // "SortExpression": "creationTimeMillis ASC". Results with a null value for // the sort operand are returned at the end of the list. SortExpression *string `min:"1" type:"string"` } // String returns the string representation func (s SearchGameSessionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s SearchGameSessionsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *SearchGameSessionsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "SearchGameSessionsInput"} if s.FilterExpression != nil && len(*s.FilterExpression) < 1 { invalidParams.Add(request.NewErrParamMinLen("FilterExpression", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if s.SortExpression != nil && len(*s.SortExpression) < 1 { invalidParams.Add(request.NewErrParamMinLen("SortExpression", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type SearchGameSessionsOutput struct { _ struct{} `type:"structure"` // Collection of objects containing game session properties for each session // matching the request. GameSessions []*GameSession `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s SearchGameSessionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s SearchGameSessionsOutput) GoString() string { return s.String() } // A set of instructions for launching server processes on each instance in // a fleet. Each instruction set identifies the location of the server executable, // optional launch parameters, and the number of server processes with this // configuration to maintain concurrently on the instance. Server process configurations // make up a fleet's RuntimeConfiguration. type ServerProcess struct { _ struct{} `type:"structure"` // Number of server processes using this configuration to run concurrently on // an instance. // // ConcurrentExecutions is a required field ConcurrentExecutions *int64 `min:"1" type:"integer" required:"true"` // Location in the game build of the server executable. All game builds are // installed on instances at the root C:\game\..., so an executable file located // at MyGame\latest\server.exe has a launch path of "C:\game\MyGame\latest\server.exe". // // LaunchPath is a required field LaunchPath *string `min:"1" type:"string" required:"true"` // Optional list of parameters to pass to the server executable on launch. Parameters *string `min:"1" type:"string"` } // String returns the string representation func (s ServerProcess) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ServerProcess) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ServerProcess) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ServerProcess"} if s.ConcurrentExecutions == nil { invalidParams.Add(request.NewErrParamRequired("ConcurrentExecutions")) } if s.ConcurrentExecutions != nil && *s.ConcurrentExecutions < 1 { invalidParams.Add(request.NewErrParamMinValue("ConcurrentExecutions", 1)) } if s.LaunchPath == nil { invalidParams.Add(request.NewErrParamRequired("LaunchPath")) } if s.LaunchPath != nil && len(*s.LaunchPath) < 1 { invalidParams.Add(request.NewErrParamMinLen("LaunchPath", 1)) } if s.Parameters != nil && len(*s.Parameters) < 1 { invalidParams.Add(request.NewErrParamMinLen("Parameters", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the input for a request action. type UpdateAliasInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet alias. Specify the alias you want to update. // // AliasId is a required field AliasId *string `type:"string" required:"true"` // Human-readable description of an alias. Description *string `min:"1" type:"string"` // Descriptive label associated with an alias. Alias names do not need to be // unique. Name *string `min:"1" type:"string"` // Object specifying the fleet and routing type to use for the alias. RoutingStrategy *RoutingStrategy `type:"structure"` } // String returns the string representation func (s UpdateAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateAliasInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateAliasInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateAliasInput"} if s.AliasId == nil { invalidParams.Add(request.NewErrParamRequired("AliasId")) } if s.Description != nil && len(*s.Description) < 1 { invalidParams.Add(request.NewErrParamMinLen("Description", 1)) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type UpdateAliasOutput struct { _ struct{} `type:"structure"` // Object containing the updated alias configuration. Alias *Alias `type:"structure"` } // String returns the string representation func (s UpdateAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateAliasOutput) GoString() string { return s.String() } // Represents the input for a request action. type UpdateBuildInput struct { _ struct{} `type:"structure"` // Unique identifier of the build you want to update. // // BuildId is a required field BuildId *string `type:"string" required:"true"` // Descriptive label associated with a build. Build names do not need to be // unique. Name *string `min:"1" type:"string"` // Version associated with this build. Version strings do not need to be unique // to a build. Version *string `min:"1" type:"string"` } // String returns the string representation func (s UpdateBuildInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateBuildInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateBuildInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateBuildInput"} if s.BuildId == nil { invalidParams.Add(request.NewErrParamRequired("BuildId")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.Version != nil && len(*s.Version) < 1 { invalidParams.Add(request.NewErrParamMinLen("Version", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type UpdateBuildOutput struct { _ struct{} `type:"structure"` // Object containing the updated build record. Build *Build `type:"structure"` } // String returns the string representation func (s UpdateBuildOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateBuildOutput) GoString() string { return s.String() } // Represents the input for a request action. type UpdateFleetAttributesInput struct { _ struct{} `type:"structure"` // Human-readable description of a fleet. Description *string `min:"1" type:"string"` // Unique identifier for the fleet you want to update attribute metadata for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Descriptive label associated with a fleet. Fleet names do not need to be // unique. Name *string `min:"1" type:"string"` // Game session protection policy to apply to all new instances created in this // fleet. Instances that already exist are not affected. You can set protection // for individual instances using UpdateGameSession. // // * NoProtection – The game session can be terminated during a scale-down // event. // // * FullProtection – If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // Policy that limits the number of game sessions an individual player can create // over a span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` } // String returns the string representation func (s UpdateFleetAttributesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateFleetAttributesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateFleetAttributesInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateFleetAttributesInput"} if s.Description != nil && len(*s.Description) < 1 { invalidParams.Add(request.NewErrParamMinLen("Description", 1)) } if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type UpdateFleetAttributesOutput struct { _ struct{} `type:"structure"` // Unique identifier for the updated fleet. FleetId *string `type:"string"` } // String returns the string representation func (s UpdateFleetAttributesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateFleetAttributesOutput) GoString() string { return s.String() } // Represents the input for a request action. type UpdateFleetCapacityInput struct { _ struct{} `type:"structure"` // Number of EC2 instances you want this fleet to host. DesiredInstances *int64 `type:"integer"` // Unique identifier for the fleet you want to update capacity for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Maximum value allowed for the fleet's instance count. Default if not set // is 1. MaxSize *int64 `type:"integer"` // Minimum value allowed for the fleet's instance count. Default if not set // is 0. MinSize *int64 `type:"integer"` } // String returns the string representation func (s UpdateFleetCapacityInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateFleetCapacityInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateFleetCapacityInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateFleetCapacityInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type UpdateFleetCapacityOutput struct { _ struct{} `type:"structure"` // Unique identifier for the updated fleet. FleetId *string `type:"string"` } // String returns the string representation func (s UpdateFleetCapacityOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateFleetCapacityOutput) GoString() string { return s.String() } // Represents the input for a request action. type UpdateFleetPortSettingsInput struct { _ struct{} `type:"structure"` // Unique identifier for the fleet you want to update port settings for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Collection of port settings to be added to the fleet record. InboundPermissionAuthorizations []*IpPermission `type:"list"` // Collection of port settings to be removed from the fleet record. InboundPermissionRevocations []*IpPermission `type:"list"` } // String returns the string representation func (s UpdateFleetPortSettingsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateFleetPortSettingsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateFleetPortSettingsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateFleetPortSettingsInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.InboundPermissionAuthorizations != nil { for i, v := range s.InboundPermissionAuthorizations { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "InboundPermissionAuthorizations", i), err.(request.ErrInvalidParams)) } } } if s.InboundPermissionRevocations != nil { for i, v := range s.InboundPermissionRevocations { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "InboundPermissionRevocations", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type UpdateFleetPortSettingsOutput struct { _ struct{} `type:"structure"` // Unique identifier for the updated fleet. FleetId *string `type:"string"` } // String returns the string representation func (s UpdateFleetPortSettingsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateFleetPortSettingsOutput) GoString() string { return s.String() } // Represents the input for a request action. type UpdateGameSessionInput struct { _ struct{} `type:"structure"` // Unique identifier for the game session to update. Game session ID format // is as follows: "arn:aws:gamelift:::gamesession/fleet-/". The value of is either a custom ID string (if one was // specified when the game session was created) an auto-generated string. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` // Maximum number of players that can be simultaneously connected to the game // session. MaximumPlayerSessionCount *int64 `type:"integer"` // Descriptive label associated with a game session. Session names do not need // to be unique. Name *string `min:"1" type:"string"` // Policy determining whether or not the game session accepts new players. PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"` // Game session protection policy to apply to this game session only. // // * NoProtection – The game session can be terminated during a scale-down // event. // // * FullProtection – If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. ProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` } // String returns the string representation func (s UpdateGameSessionInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateGameSessionInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateGameSessionInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateGameSessionInput"} if s.GameSessionId == nil { invalidParams.Add(request.NewErrParamRequired("GameSessionId")) } if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type UpdateGameSessionOutput struct { _ struct{} `type:"structure"` // Object containing the updated game session metadata. GameSession *GameSession `type:"structure"` } // String returns the string representation func (s UpdateGameSessionOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateGameSessionOutput) GoString() string { return s.String() } // Represents the input for a request action. type UpdateRuntimeConfigurationInput struct { _ struct{} `type:"structure"` // Unique identifier of the fleet to update runtime configuration for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Instructions for launching server processes on each instance in the fleet. // The runtime configuration for a fleet has a collection of server process // configurations, one for each type of server process to run on an instance. // A server process configuration specifies the location of the server executable, // launch parameters, and the number of concurrent processes with that configuration // to maintain on each instance. // // RuntimeConfiguration is a required field RuntimeConfiguration *RuntimeConfiguration `type:"structure" required:"true"` } // String returns the string representation func (s UpdateRuntimeConfigurationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateRuntimeConfigurationInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateRuntimeConfigurationInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateRuntimeConfigurationInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.RuntimeConfiguration == nil { invalidParams.Add(request.NewErrParamRequired("RuntimeConfiguration")) } if s.RuntimeConfiguration != nil { if err := s.RuntimeConfiguration.Validate(); err != nil { invalidParams.AddNested("RuntimeConfiguration", err.(request.ErrInvalidParams)) } } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. type UpdateRuntimeConfigurationOutput struct { _ struct{} `type:"structure"` // The runtime configuration currently in force. If the update was successful, // this object matches the one in the request. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` } // String returns the string representation func (s UpdateRuntimeConfigurationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateRuntimeConfigurationOutput) GoString() string { return s.String() } const ( // BuildStatusInitialized is a BuildStatus enum value BuildStatusInitialized = "INITIALIZED" // BuildStatusReady is a BuildStatus enum value BuildStatusReady = "READY" // BuildStatusFailed is a BuildStatus enum value BuildStatusFailed = "FAILED" ) const ( // ComparisonOperatorTypeGreaterThanOrEqualToThreshold is a ComparisonOperatorType enum value ComparisonOperatorTypeGreaterThanOrEqualToThreshold = "GreaterThanOrEqualToThreshold" // ComparisonOperatorTypeGreaterThanThreshold is a ComparisonOperatorType enum value ComparisonOperatorTypeGreaterThanThreshold = "GreaterThanThreshold" // ComparisonOperatorTypeLessThanThreshold is a ComparisonOperatorType enum value ComparisonOperatorTypeLessThanThreshold = "LessThanThreshold" // ComparisonOperatorTypeLessThanOrEqualToThreshold is a ComparisonOperatorType enum value ComparisonOperatorTypeLessThanOrEqualToThreshold = "LessThanOrEqualToThreshold" ) const ( // EC2InstanceTypeT2Micro is a EC2InstanceType enum value EC2InstanceTypeT2Micro = "t2.micro" // EC2InstanceTypeT2Small is a EC2InstanceType enum value EC2InstanceTypeT2Small = "t2.small" // EC2InstanceTypeT2Medium is a EC2InstanceType enum value EC2InstanceTypeT2Medium = "t2.medium" // EC2InstanceTypeT2Large is a EC2InstanceType enum value EC2InstanceTypeT2Large = "t2.large" // EC2InstanceTypeC3Large is a EC2InstanceType enum value EC2InstanceTypeC3Large = "c3.large" // EC2InstanceTypeC3Xlarge is a EC2InstanceType enum value EC2InstanceTypeC3Xlarge = "c3.xlarge" // EC2InstanceTypeC32xlarge is a EC2InstanceType enum value EC2InstanceTypeC32xlarge = "c3.2xlarge" // EC2InstanceTypeC34xlarge is a EC2InstanceType enum value EC2InstanceTypeC34xlarge = "c3.4xlarge" // EC2InstanceTypeC38xlarge is a EC2InstanceType enum value EC2InstanceTypeC38xlarge = "c3.8xlarge" // EC2InstanceTypeC4Large is a EC2InstanceType enum value EC2InstanceTypeC4Large = "c4.large" // EC2InstanceTypeC4Xlarge is a EC2InstanceType enum value EC2InstanceTypeC4Xlarge = "c4.xlarge" // EC2InstanceTypeC42xlarge is a EC2InstanceType enum value EC2InstanceTypeC42xlarge = "c4.2xlarge" // EC2InstanceTypeC44xlarge is a EC2InstanceType enum value EC2InstanceTypeC44xlarge = "c4.4xlarge" // EC2InstanceTypeC48xlarge is a EC2InstanceType enum value EC2InstanceTypeC48xlarge = "c4.8xlarge" // EC2InstanceTypeR3Large is a EC2InstanceType enum value EC2InstanceTypeR3Large = "r3.large" // EC2InstanceTypeR3Xlarge is a EC2InstanceType enum value EC2InstanceTypeR3Xlarge = "r3.xlarge" // EC2InstanceTypeR32xlarge is a EC2InstanceType enum value EC2InstanceTypeR32xlarge = "r3.2xlarge" // EC2InstanceTypeR34xlarge is a EC2InstanceType enum value EC2InstanceTypeR34xlarge = "r3.4xlarge" // EC2InstanceTypeR38xlarge is a EC2InstanceType enum value EC2InstanceTypeR38xlarge = "r3.8xlarge" // EC2InstanceTypeM3Medium is a EC2InstanceType enum value EC2InstanceTypeM3Medium = "m3.medium" // EC2InstanceTypeM3Large is a EC2InstanceType enum value EC2InstanceTypeM3Large = "m3.large" // EC2InstanceTypeM3Xlarge is a EC2InstanceType enum value EC2InstanceTypeM3Xlarge = "m3.xlarge" // EC2InstanceTypeM32xlarge is a EC2InstanceType enum value EC2InstanceTypeM32xlarge = "m3.2xlarge" // EC2InstanceTypeM4Large is a EC2InstanceType enum value EC2InstanceTypeM4Large = "m4.large" // EC2InstanceTypeM4Xlarge is a EC2InstanceType enum value EC2InstanceTypeM4Xlarge = "m4.xlarge" // EC2InstanceTypeM42xlarge is a EC2InstanceType enum value EC2InstanceTypeM42xlarge = "m4.2xlarge" // EC2InstanceTypeM44xlarge is a EC2InstanceType enum value EC2InstanceTypeM44xlarge = "m4.4xlarge" // EC2InstanceTypeM410xlarge is a EC2InstanceType enum value EC2InstanceTypeM410xlarge = "m4.10xlarge" ) const ( // EventCodeGenericEvent is a EventCode enum value EventCodeGenericEvent = "GENERIC_EVENT" // EventCodeFleetCreated is a EventCode enum value EventCodeFleetCreated = "FLEET_CREATED" // EventCodeFleetDeleted is a EventCode enum value EventCodeFleetDeleted = "FLEET_DELETED" // EventCodeFleetScalingEvent is a EventCode enum value EventCodeFleetScalingEvent = "FLEET_SCALING_EVENT" // EventCodeFleetStateDownloading is a EventCode enum value EventCodeFleetStateDownloading = "FLEET_STATE_DOWNLOADING" // EventCodeFleetStateValidating is a EventCode enum value EventCodeFleetStateValidating = "FLEET_STATE_VALIDATING" // EventCodeFleetStateBuilding is a EventCode enum value EventCodeFleetStateBuilding = "FLEET_STATE_BUILDING" // EventCodeFleetStateActivating is a EventCode enum value EventCodeFleetStateActivating = "FLEET_STATE_ACTIVATING" // EventCodeFleetStateActive is a EventCode enum value EventCodeFleetStateActive = "FLEET_STATE_ACTIVE" // EventCodeFleetStateError is a EventCode enum value EventCodeFleetStateError = "FLEET_STATE_ERROR" // EventCodeFleetInitializationFailed is a EventCode enum value EventCodeFleetInitializationFailed = "FLEET_INITIALIZATION_FAILED" // EventCodeFleetBinaryDownloadFailed is a EventCode enum value EventCodeFleetBinaryDownloadFailed = "FLEET_BINARY_DOWNLOAD_FAILED" // EventCodeFleetValidationLaunchPathNotFound is a EventCode enum value EventCodeFleetValidationLaunchPathNotFound = "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND" // EventCodeFleetValidationExecutableRuntimeFailure is a EventCode enum value EventCodeFleetValidationExecutableRuntimeFailure = "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE" // EventCodeFleetValidationTimedOut is a EventCode enum value EventCodeFleetValidationTimedOut = "FLEET_VALIDATION_TIMED_OUT" // EventCodeFleetActivationFailed is a EventCode enum value EventCodeFleetActivationFailed = "FLEET_ACTIVATION_FAILED" // EventCodeFleetActivationFailedNoInstances is a EventCode enum value EventCodeFleetActivationFailedNoInstances = "FLEET_ACTIVATION_FAILED_NO_INSTANCES" // EventCodeFleetNewGameSessionProtectionPolicyUpdated is a EventCode enum value EventCodeFleetNewGameSessionProtectionPolicyUpdated = "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED" ) const ( // FleetStatusNew is a FleetStatus enum value FleetStatusNew = "NEW" // FleetStatusDownloading is a FleetStatus enum value FleetStatusDownloading = "DOWNLOADING" // FleetStatusValidating is a FleetStatus enum value FleetStatusValidating = "VALIDATING" // FleetStatusBuilding is a FleetStatus enum value FleetStatusBuilding = "BUILDING" // FleetStatusActivating is a FleetStatus enum value FleetStatusActivating = "ACTIVATING" // FleetStatusActive is a FleetStatus enum value FleetStatusActive = "ACTIVE" // FleetStatusDeleting is a FleetStatus enum value FleetStatusDeleting = "DELETING" // FleetStatusError is a FleetStatus enum value FleetStatusError = "ERROR" // FleetStatusTerminated is a FleetStatus enum value FleetStatusTerminated = "TERMINATED" ) const ( // GameSessionStatusActive is a GameSessionStatus enum value GameSessionStatusActive = "ACTIVE" // GameSessionStatusActivating is a GameSessionStatus enum value GameSessionStatusActivating = "ACTIVATING" // GameSessionStatusTerminated is a GameSessionStatus enum value GameSessionStatusTerminated = "TERMINATED" // GameSessionStatusTerminating is a GameSessionStatus enum value GameSessionStatusTerminating = "TERMINATING" // GameSessionStatusError is a GameSessionStatus enum value GameSessionStatusError = "ERROR" ) const ( // InstanceStatusPending is a InstanceStatus enum value InstanceStatusPending = "PENDING" // InstanceStatusActive is a InstanceStatus enum value InstanceStatusActive = "ACTIVE" // InstanceStatusTerminating is a InstanceStatus enum value InstanceStatusTerminating = "TERMINATING" ) const ( // IpProtocolTcp is a IpProtocol enum value IpProtocolTcp = "TCP" // IpProtocolUdp is a IpProtocol enum value IpProtocolUdp = "UDP" ) const ( // MetricNameActivatingGameSessions is a MetricName enum value MetricNameActivatingGameSessions = "ActivatingGameSessions" // MetricNameActiveGameSessions is a MetricName enum value MetricNameActiveGameSessions = "ActiveGameSessions" // MetricNameActiveInstances is a MetricName enum value MetricNameActiveInstances = "ActiveInstances" // MetricNameAvailablePlayerSessions is a MetricName enum value MetricNameAvailablePlayerSessions = "AvailablePlayerSessions" // MetricNameCurrentPlayerSessions is a MetricName enum value MetricNameCurrentPlayerSessions = "CurrentPlayerSessions" // MetricNameIdleInstances is a MetricName enum value MetricNameIdleInstances = "IdleInstances" ) const ( // OperatingSystemWindows2012 is a OperatingSystem enum value OperatingSystemWindows2012 = "WINDOWS_2012" // OperatingSystemAmazonLinux is a OperatingSystem enum value OperatingSystemAmazonLinux = "AMAZON_LINUX" ) const ( // PlayerSessionCreationPolicyAcceptAll is a PlayerSessionCreationPolicy enum value PlayerSessionCreationPolicyAcceptAll = "ACCEPT_ALL" // PlayerSessionCreationPolicyDenyAll is a PlayerSessionCreationPolicy enum value PlayerSessionCreationPolicyDenyAll = "DENY_ALL" ) const ( // PlayerSessionStatusReserved is a PlayerSessionStatus enum value PlayerSessionStatusReserved = "RESERVED" // PlayerSessionStatusActive is a PlayerSessionStatus enum value PlayerSessionStatusActive = "ACTIVE" // PlayerSessionStatusCompleted is a PlayerSessionStatus enum value PlayerSessionStatusCompleted = "COMPLETED" // PlayerSessionStatusTimedout is a PlayerSessionStatus enum value PlayerSessionStatusTimedout = "TIMEDOUT" ) const ( // ProtectionPolicyNoProtection is a ProtectionPolicy enum value ProtectionPolicyNoProtection = "NoProtection" // ProtectionPolicyFullProtection is a ProtectionPolicy enum value ProtectionPolicyFullProtection = "FullProtection" ) const ( // RoutingStrategyTypeSimple is a RoutingStrategyType enum value RoutingStrategyTypeSimple = "SIMPLE" // RoutingStrategyTypeTerminal is a RoutingStrategyType enum value RoutingStrategyTypeTerminal = "TERMINAL" ) const ( // ScalingAdjustmentTypeChangeInCapacity is a ScalingAdjustmentType enum value ScalingAdjustmentTypeChangeInCapacity = "ChangeInCapacity" // ScalingAdjustmentTypeExactCapacity is a ScalingAdjustmentType enum value ScalingAdjustmentTypeExactCapacity = "ExactCapacity" // ScalingAdjustmentTypePercentChangeInCapacity is a ScalingAdjustmentType enum value ScalingAdjustmentTypePercentChangeInCapacity = "PercentChangeInCapacity" ) const ( // ScalingStatusTypeActive is a ScalingStatusType enum value ScalingStatusTypeActive = "ACTIVE" // ScalingStatusTypeUpdateRequested is a ScalingStatusType enum value ScalingStatusTypeUpdateRequested = "UPDATE_REQUESTED" // ScalingStatusTypeUpdating is a ScalingStatusType enum value ScalingStatusTypeUpdating = "UPDATING" // ScalingStatusTypeDeleteRequested is a ScalingStatusType enum value ScalingStatusTypeDeleteRequested = "DELETE_REQUESTED" // ScalingStatusTypeDeleting is a ScalingStatusType enum value ScalingStatusTypeDeleting = "DELETING" // ScalingStatusTypeDeleted is a ScalingStatusType enum value ScalingStatusTypeDeleted = "DELETED" // ScalingStatusTypeError is a ScalingStatusType enum value ScalingStatusTypeError = "ERROR" )