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AWS SDK for Go API Reference
import "github.com/aws/aws-sdk-go/service/gamelift"
Overview
Constants

Overview ▾

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

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

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

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

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

* Optionally add FlexMatch matchmaking.

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

Now in Public Preview:

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

Get Amazon GameLift Tools and Resources

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

API Summary

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

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

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

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

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

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

Using the Client

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

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

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

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

The stub package, gameliftiface, can be used to provide alternative implementations of service clients, such as mocking the client for testing.

Operations ▾

AcceptMatch
ClaimGameServer
CreateAlias
CreateBuild
CreateFleet
CreateGameServerGroup
CreateGameSession
CreateGameSessionQueue
CreateMatchmakingConfiguration
CreateMatchmakingRuleSet
CreatePlayerSession
CreatePlayerSessions
CreateScript
CreateVpcPeeringAuthorization
CreateVpcPeeringConnection
DeleteAlias
DeleteBuild
DeleteFleet
DeleteGameServerGroup
DeleteGameSessionQueue
DeleteMatchmakingConfiguration
DeleteMatchmakingRuleSet
DeleteScalingPolicy
DeleteScript
DeleteVpcPeeringAuthorization
DeleteVpcPeeringConnection
DeregisterGameServer
DescribeAlias
DescribeBuild
DescribeEC2InstanceLimits
DescribeFleetAttributes
DescribeFleetCapacity
DescribeFleetEvents
DescribeFleetPortSettings
DescribeFleetUtilization
DescribeGameServer
DescribeGameServerGroup
DescribeGameSessionDetails
DescribeGameSessionPlacement
DescribeGameSessionQueues
DescribeGameSessions
DescribeInstances
DescribeMatchmaking
DescribeMatchmakingConfigurations
DescribeMatchmakingRuleSets
DescribePlayerSessions
DescribeRuntimeConfiguration
DescribeScalingPolicies
DescribeScript
DescribeVpcPeeringAuthorizations
DescribeVpcPeeringConnections
GetGameSessionLogUrl
GetInstanceAccess
ListAliases
ListBuilds
ListFleets
ListGameServerGroups
ListGameServers
ListScripts
ListTagsForResource
PutScalingPolicy
RegisterGameServer
RequestUploadCredentials
ResolveAlias
ResumeGameServerGroup
SearchGameSessions
StartFleetActions
StartGameSessionPlacement
StartMatchBackfill
StartMatchmaking
StopFleetActions
StopGameSessionPlacement
StopMatchmaking
SuspendGameServerGroup
TagResource
UntagResource
UpdateAlias
UpdateBuild
UpdateFleetAttributes
UpdateFleetCapacity
UpdateFleetPortSettings
UpdateGameServer
UpdateGameServerGroup
UpdateGameSession
UpdateGameSessionQueue
UpdateMatchmakingConfiguration
UpdateRuntimeConfiguration
UpdateScript
ValidateMatchmakingRuleSet

Types ▾

type GameLift
func New(p client.ConfigProvider, cfgs ...*aws.Config) *GameLift
func (c *GameLift) AcceptMatch(input *AcceptMatchInput) (*AcceptMatchOutput, error)
func (c *GameLift) AcceptMatchRequest(input *AcceptMatchInput) (req *request.Request, output *AcceptMatchOutput)
func (c *GameLift) AcceptMatchWithContext(ctx aws.Context, input *AcceptMatchInput, opts ...request.Option) (*AcceptMatchOutput, error)
func (c *GameLift) ClaimGameServer(input *ClaimGameServerInput) (*ClaimGameServerOutput, error)
func (c *GameLift) ClaimGameServerRequest(input *ClaimGameServerInput) (req *request.Request, output *ClaimGameServerOutput)
func (c *GameLift) ClaimGameServerWithContext(ctx aws.Context, input *ClaimGameServerInput, opts ...request.Option) (*ClaimGameServerOutput, error)
func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error)
func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput)
func (c *GameLift) CreateAliasWithContext(ctx aws.Context, input *CreateAliasInput, opts ...request.Option) (*CreateAliasOutput, error)
func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error)
func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput)
func (c *GameLift) CreateBuildWithContext(ctx aws.Context, input *CreateBuildInput, opts ...request.Option) (*CreateBuildOutput, error)
func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error)
func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput)
func (c *GameLift) CreateFleetWithContext(ctx aws.Context, input *CreateFleetInput, opts ...request.Option) (*CreateFleetOutput, error)
func (c *GameLift) CreateGameServerGroup(input *CreateGameServerGroupInput) (*CreateGameServerGroupOutput, error)
func (c *GameLift) CreateGameServerGroupRequest(input *CreateGameServerGroupInput) (req *request.Request, output *CreateGameServerGroupOutput)
func (c *GameLift) CreateGameServerGroupWithContext(ctx aws.Context, input *CreateGameServerGroupInput, opts ...request.Option) (*CreateGameServerGroupOutput, error)
func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error)
func (c *GameLift) CreateGameSessionQueue(input *CreateGameSessionQueueInput) (*CreateGameSessionQueueOutput, error)
func (c *GameLift) CreateGameSessionQueueRequest(input *CreateGameSessionQueueInput) (req *request.Request, output *CreateGameSessionQueueOutput)
func (c *GameLift) CreateGameSessionQueueWithContext(ctx aws.Context, input *CreateGameSessionQueueInput, opts ...request.Option) (*CreateGameSessionQueueOutput, error)
func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput)
func (c *GameLift) CreateGameSessionWithContext(ctx aws.Context, input *CreateGameSessionInput, opts ...request.Option) (*CreateGameSessionOutput, error)
func (c *GameLift) CreateMatchmakingConfiguration(input *CreateMatchmakingConfigurationInput) (*CreateMatchmakingConfigurationOutput, error)
func (c *GameLift) CreateMatchmakingConfigurationRequest(input *CreateMatchmakingConfigurationInput) (req *request.Request, output *CreateMatchmakingConfigurationOutput)
func (c *GameLift) CreateMatchmakingConfigurationWithContext(ctx aws.Context, input *CreateMatchmakingConfigurationInput, opts ...request.Option) (*CreateMatchmakingConfigurationOutput, error)
func (c *GameLift) CreateMatchmakingRuleSet(input *CreateMatchmakingRuleSetInput) (*CreateMatchmakingRuleSetOutput, error)
func (c *GameLift) CreateMatchmakingRuleSetRequest(input *CreateMatchmakingRuleSetInput) (req *request.Request, output *CreateMatchmakingRuleSetOutput)
func (c *GameLift) CreateMatchmakingRuleSetWithContext(ctx aws.Context, input *CreateMatchmakingRuleSetInput, opts ...request.Option) (*CreateMatchmakingRuleSetOutput, error)
func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error)
func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput)
func (c *GameLift) CreatePlayerSessionWithContext(ctx aws.Context, input *CreatePlayerSessionInput, opts ...request.Option) (*CreatePlayerSessionOutput, error)
func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error)
func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput)
func (c *GameLift) CreatePlayerSessionsWithContext(ctx aws.Context, input *CreatePlayerSessionsInput, opts ...request.Option) (*CreatePlayerSessionsOutput, error)
func (c *GameLift) CreateScript(input *CreateScriptInput) (*CreateScriptOutput, error)
func (c *GameLift) CreateScriptRequest(input *CreateScriptInput) (req *request.Request, output *CreateScriptOutput)
func (c *GameLift) CreateScriptWithContext(ctx aws.Context, input *CreateScriptInput, opts ...request.Option) (*CreateScriptOutput, error)
func (c *GameLift) CreateVpcPeeringAuthorization(input *CreateVpcPeeringAuthorizationInput) (*CreateVpcPeeringAuthorizationOutput, error)
func (c *GameLift) CreateVpcPeeringAuthorizationRequest(input *CreateVpcPeeringAuthorizationInput) (req *request.Request, output *CreateVpcPeeringAuthorizationOutput)
func (c *GameLift) CreateVpcPeeringAuthorizationWithContext(ctx aws.Context, input *CreateVpcPeeringAuthorizationInput, opts ...request.Option) (*CreateVpcPeeringAuthorizationOutput, error)
func (c *GameLift) CreateVpcPeeringConnection(input *CreateVpcPeeringConnectionInput) (*CreateVpcPeeringConnectionOutput, error)
func (c *GameLift) CreateVpcPeeringConnectionRequest(input *CreateVpcPeeringConnectionInput) (req *request.Request, output *CreateVpcPeeringConnectionOutput)
func (c *GameLift) CreateVpcPeeringConnectionWithContext(ctx aws.Context, input *CreateVpcPeeringConnectionInput, opts ...request.Option) (*CreateVpcPeeringConnectionOutput, error)
func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error)
func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput)
func (c *GameLift) DeleteAliasWithContext(ctx aws.Context, input *DeleteAliasInput, opts ...request.Option) (*DeleteAliasOutput, error)
func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error)
func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Request, output *DeleteBuildOutput)
func (c *GameLift) DeleteBuildWithContext(ctx aws.Context, input *DeleteBuildInput, opts ...request.Option) (*DeleteBuildOutput, error)
func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error)
func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Request, output *DeleteFleetOutput)
func (c *GameLift) DeleteFleetWithContext(ctx aws.Context, input *DeleteFleetInput, opts ...request.Option) (*DeleteFleetOutput, error)
func (c *GameLift) DeleteGameServerGroup(input *DeleteGameServerGroupInput) (*DeleteGameServerGroupOutput, error)
func (c *GameLift) DeleteGameServerGroupRequest(input *DeleteGameServerGroupInput) (req *request.Request, output *DeleteGameServerGroupOutput)
func (c *GameLift) DeleteGameServerGroupWithContext(ctx aws.Context, input *DeleteGameServerGroupInput, opts ...request.Option) (*DeleteGameServerGroupOutput, error)
func (c *GameLift) DeleteGameSessionQueue(input *DeleteGameSessionQueueInput) (*DeleteGameSessionQueueOutput, error)
func (c *GameLift) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueInput) (req *request.Request, output *DeleteGameSessionQueueOutput)
func (c *GameLift) DeleteGameSessionQueueWithContext(ctx aws.Context, input *DeleteGameSessionQueueInput, opts ...request.Option) (*DeleteGameSessionQueueOutput, error)
func (c *GameLift) DeleteMatchmakingConfiguration(input *DeleteMatchmakingConfigurationInput) (*DeleteMatchmakingConfigurationOutput, error)
func (c *GameLift) DeleteMatchmakingConfigurationRequest(input *DeleteMatchmakingConfigurationInput) (req *request.Request, output *DeleteMatchmakingConfigurationOutput)
func (c *GameLift) DeleteMatchmakingConfigurationWithContext(ctx aws.Context, input *DeleteMatchmakingConfigurationInput, opts ...request.Option) (*DeleteMatchmakingConfigurationOutput, error)
func (c *GameLift) DeleteMatchmakingRuleSet(input *DeleteMatchmakingRuleSetInput) (*DeleteMatchmakingRuleSetOutput, error)
func (c *GameLift) DeleteMatchmakingRuleSetRequest(input *DeleteMatchmakingRuleSetInput) (req *request.Request, output *DeleteMatchmakingRuleSetOutput)
func (c *GameLift) DeleteMatchmakingRuleSetWithContext(ctx aws.Context, input *DeleteMatchmakingRuleSetInput, opts ...request.Option) (*DeleteMatchmakingRuleSetOutput, error)
func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error)
func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput)
func (c *GameLift) DeleteScalingPolicyWithContext(ctx aws.Context, input *DeleteScalingPolicyInput, opts ...request.Option) (*DeleteScalingPolicyOutput, error)
func (c *GameLift) DeleteScript(input *DeleteScriptInput) (*DeleteScriptOutput, error)
func (c *GameLift) DeleteScriptRequest(input *DeleteScriptInput) (req *request.Request, output *DeleteScriptOutput)
func (c *GameLift) DeleteScriptWithContext(ctx aws.Context, input *DeleteScriptInput, opts ...request.Option) (*DeleteScriptOutput, error)
func (c *GameLift) DeleteVpcPeeringAuthorization(input *DeleteVpcPeeringAuthorizationInput) (*DeleteVpcPeeringAuthorizationOutput, error)
func (c *GameLift) DeleteVpcPeeringAuthorizationRequest(input *DeleteVpcPeeringAuthorizationInput) (req *request.Request, output *DeleteVpcPeeringAuthorizationOutput)
func (c *GameLift) DeleteVpcPeeringAuthorizationWithContext(ctx aws.Context, input *DeleteVpcPeeringAuthorizationInput, opts ...request.Option) (*DeleteVpcPeeringAuthorizationOutput, error)
func (c *GameLift) DeleteVpcPeeringConnection(input *DeleteVpcPeeringConnectionInput) (*DeleteVpcPeeringConnectionOutput, error)
func (c *GameLift) DeleteVpcPeeringConnectionRequest(input *DeleteVpcPeeringConnectionInput) (req *request.Request, output *DeleteVpcPeeringConnectionOutput)
func (c *GameLift) DeleteVpcPeeringConnectionWithContext(ctx aws.Context, input *DeleteVpcPeeringConnectionInput, opts ...request.Option) (*DeleteVpcPeeringConnectionOutput, error)
func (c *GameLift) DeregisterGameServer(input *DeregisterGameServerInput) (*DeregisterGameServerOutput, error)
func (c *GameLift) DeregisterGameServerRequest(input *DeregisterGameServerInput) (req *request.Request, output *DeregisterGameServerOutput)
func (c *GameLift) DeregisterGameServerWithContext(ctx aws.Context, input *DeregisterGameServerInput, opts ...request.Option) (*DeregisterGameServerOutput, error)
func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error)
func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request.Request, output *DescribeAliasOutput)
func (c *GameLift) DescribeAliasWithContext(ctx aws.Context, input *DescribeAliasInput, opts ...request.Option) (*DescribeAliasOutput, error)
func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error)
func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request.Request, output *DescribeBuildOutput)
func (c *GameLift) DescribeBuildWithContext(ctx aws.Context, input *DescribeBuildInput, opts ...request.Option) (*DescribeBuildOutput, error)
func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error)
func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) (req *request.Request, output *DescribeEC2InstanceLimitsOutput)
func (c *GameLift) DescribeEC2InstanceLimitsWithContext(ctx aws.Context, input *DescribeEC2InstanceLimitsInput, opts ...request.Option) (*DescribeEC2InstanceLimitsOutput, error)
func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error)
func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) (req *request.Request, output *DescribeFleetAttributesOutput)
func (c *GameLift) DescribeFleetAttributesWithContext(ctx aws.Context, input *DescribeFleetAttributesInput, opts ...request.Option) (*DescribeFleetAttributesOutput, error)
func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error)
func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) (req *request.Request, output *DescribeFleetCapacityOutput)
func (c *GameLift) DescribeFleetCapacityWithContext(ctx aws.Context, input *DescribeFleetCapacityInput, opts ...request.Option) (*DescribeFleetCapacityOutput, error)
func (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error)
func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) (req *request.Request, output *DescribeFleetEventsOutput)
func (c *GameLift) DescribeFleetEventsWithContext(ctx aws.Context, input *DescribeFleetEventsInput, opts ...request.Option) (*DescribeFleetEventsOutput, error)
func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error)
func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput)
func (c *GameLift) DescribeFleetPortSettingsWithContext(ctx aws.Context, input *DescribeFleetPortSettingsInput, opts ...request.Option) (*DescribeFleetPortSettingsOutput, error)
func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error)
func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput)
func (c *GameLift) DescribeFleetUtilizationWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, opts ...request.Option) (*DescribeFleetUtilizationOutput, error)
func (c *GameLift) DescribeGameServer(input *DescribeGameServerInput) (*DescribeGameServerOutput, error)
func (c *GameLift) DescribeGameServerGroup(input *DescribeGameServerGroupInput) (*DescribeGameServerGroupOutput, error)
func (c *GameLift) DescribeGameServerGroupRequest(input *DescribeGameServerGroupInput) (req *request.Request, output *DescribeGameServerGroupOutput)
func (c *GameLift) DescribeGameServerGroupWithContext(ctx aws.Context, input *DescribeGameServerGroupInput, opts ...request.Option) (*DescribeGameServerGroupOutput, error)
func (c *GameLift) DescribeGameServerRequest(input *DescribeGameServerInput) (req *request.Request, output *DescribeGameServerOutput)
func (c *GameLift) DescribeGameServerWithContext(ctx aws.Context, input *DescribeGameServerInput, opts ...request.Option) (*DescribeGameServerOutput, error)
func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error)
func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput)
func (c *GameLift) DescribeGameSessionDetailsWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, opts ...request.Option) (*DescribeGameSessionDetailsOutput, error)
func (c *GameLift) DescribeGameSessionPlacement(input *DescribeGameSessionPlacementInput) (*DescribeGameSessionPlacementOutput, error)
func (c *GameLift) DescribeGameSessionPlacementRequest(input *DescribeGameSessionPlacementInput) (req *request.Request, output *DescribeGameSessionPlacementOutput)
func (c *GameLift) DescribeGameSessionPlacementWithContext(ctx aws.Context, input *DescribeGameSessionPlacementInput, opts ...request.Option) (*DescribeGameSessionPlacementOutput, error)
func (c *GameLift) DescribeGameSessionQueues(input *DescribeGameSessionQueuesInput) (*DescribeGameSessionQueuesOutput, error)
func (c *GameLift) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQueuesInput) (req *request.Request, output *DescribeGameSessionQueuesOutput)
func (c *GameLift) DescribeGameSessionQueuesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, opts ...request.Option) (*DescribeGameSessionQueuesOutput, error)
func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error)
func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput)
func (c *GameLift) DescribeGameSessionsWithContext(ctx aws.Context, input *DescribeGameSessionsInput, opts ...request.Option) (*DescribeGameSessionsOutput, error)
func (c *GameLift) DescribeInstances(input *DescribeInstancesInput) (*DescribeInstancesOutput, error)
func (c *GameLift) DescribeInstancesRequest(input *DescribeInstancesInput) (req *request.Request, output *DescribeInstancesOutput)
func (c *GameLift) DescribeInstancesWithContext(ctx aws.Context, input *DescribeInstancesInput, opts ...request.Option) (*DescribeInstancesOutput, error)
func (c *GameLift) DescribeMatchmaking(input *DescribeMatchmakingInput) (*DescribeMatchmakingOutput, error)
func (c *GameLift) DescribeMatchmakingConfigurations(input *DescribeMatchmakingConfigurationsInput) (*DescribeMatchmakingConfigurationsOutput, error)
func (c *GameLift) DescribeMatchmakingConfigurationsRequest(input *DescribeMatchmakingConfigurationsInput) (req *request.Request, output *DescribeMatchmakingConfigurationsOutput)
func (c *GameLift) DescribeMatchmakingConfigurationsWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, opts ...request.Option) (*DescribeMatchmakingConfigurationsOutput, error)
func (c *GameLift) DescribeMatchmakingRequest(input *DescribeMatchmakingInput) (req *request.Request, output *DescribeMatchmakingOutput)
func (c *GameLift) DescribeMatchmakingRuleSets(input *DescribeMatchmakingRuleSetsInput) (*DescribeMatchmakingRuleSetsOutput, error)
func (c *GameLift) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmakingRuleSetsInput) (req *request.Request, output *DescribeMatchmakingRuleSetsOutput)
func (c *GameLift) DescribeMatchmakingRuleSetsWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, opts ...request.Option) (*DescribeMatchmakingRuleSetsOutput, error)
func (c *GameLift) DescribeMatchmakingWithContext(ctx aws.Context, input *DescribeMatchmakingInput, opts ...request.Option) (*DescribeMatchmakingOutput, error)
func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error)
func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput)
func (c *GameLift) DescribePlayerSessionsWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, opts ...request.Option) (*DescribePlayerSessionsOutput, error)
func (c *GameLift) DescribeRuntimeConfiguration(input *DescribeRuntimeConfigurationInput) (*DescribeRuntimeConfigurationOutput, error)
func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput)
func (c *GameLift) DescribeRuntimeConfigurationWithContext(ctx aws.Context, input *DescribeRuntimeConfigurationInput, opts ...request.Option) (*DescribeRuntimeConfigurationOutput, error)
func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error)
func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput)
func (c *GameLift) DescribeScalingPoliciesWithContext(ctx aws.Context, input *DescribeScalingPoliciesInput, opts ...request.Option) (*DescribeScalingPoliciesOutput, error)
func (c *GameLift) DescribeScript(input *DescribeScriptInput) (*DescribeScriptOutput, error)
func (c *GameLift) DescribeScriptRequest(input *DescribeScriptInput) (req *request.Request, output *DescribeScriptOutput)
func (c *GameLift) DescribeScriptWithContext(ctx aws.Context, input *DescribeScriptInput, opts ...request.Option) (*DescribeScriptOutput, error)
func (c *GameLift) DescribeVpcPeeringAuthorizations(input *DescribeVpcPeeringAuthorizationsInput) (*DescribeVpcPeeringAuthorizationsOutput, error)
func (c *GameLift) DescribeVpcPeeringAuthorizationsRequest(input *DescribeVpcPeeringAuthorizationsInput) (req *request.Request, output *DescribeVpcPeeringAuthorizationsOutput)
func (c *GameLift) DescribeVpcPeeringAuthorizationsWithContext(ctx aws.Context, input *DescribeVpcPeeringAuthorizationsInput, opts ...request.Option) (*DescribeVpcPeeringAuthorizationsOutput, error)
func (c *GameLift) DescribeVpcPeeringConnections(input *DescribeVpcPeeringConnectionsInput) (*DescribeVpcPeeringConnectionsOutput, error)
func (c *GameLift) DescribeVpcPeeringConnectionsRequest(input *DescribeVpcPeeringConnectionsInput) (req *request.Request, output *DescribeVpcPeeringConnectionsOutput)
func (c *GameLift) DescribeVpcPeeringConnectionsWithContext(ctx aws.Context, input *DescribeVpcPeeringConnectionsInput, opts ...request.Option) (*DescribeVpcPeeringConnectionsOutput, error)
func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error)
func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) (req *request.Request, output *GetGameSessionLogUrlOutput)
func (c *GameLift) GetGameSessionLogUrlWithContext(ctx aws.Context, input *GetGameSessionLogUrlInput, opts ...request.Option) (*GetGameSessionLogUrlOutput, error)
func (c *GameLift) GetInstanceAccess(input *GetInstanceAccessInput) (*GetInstanceAccessOutput, error)
func (c *GameLift) GetInstanceAccessRequest(input *GetInstanceAccessInput) (req *request.Request, output *GetInstanceAccessOutput)
func (c *GameLift) GetInstanceAccessWithContext(ctx aws.Context, input *GetInstanceAccessInput, opts ...request.Option) (*GetInstanceAccessOutput, error)
func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error)
func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Request, output *ListAliasesOutput)
func (c *GameLift) ListAliasesWithContext(ctx aws.Context, input *ListAliasesInput, opts ...request.Option) (*ListAliasesOutput, error)
func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error)
func (c *GameLift) ListBuildsRequest(input *ListBuildsInput) (req *request.Request, output *ListBuildsOutput)
func (c *GameLift) ListBuildsWithContext(ctx aws.Context, input *ListBuildsInput, opts ...request.Option) (*ListBuildsOutput, error)
func (c *GameLift) ListFleets(input *ListFleetsInput) (*ListFleetsOutput, error)
func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Request, output *ListFleetsOutput)
func (c *GameLift) ListFleetsWithContext(ctx aws.Context, input *ListFleetsInput, opts ...request.Option) (*ListFleetsOutput, error)
func (c *GameLift) ListGameServerGroups(input *ListGameServerGroupsInput) (*ListGameServerGroupsOutput, error)
func (c *GameLift) ListGameServerGroupsRequest(input *ListGameServerGroupsInput) (req *request.Request, output *ListGameServerGroupsOutput)
func (c *GameLift) ListGameServerGroupsWithContext(ctx aws.Context, input *ListGameServerGroupsInput, opts ...request.Option) (*ListGameServerGroupsOutput, error)
func (c *GameLift) ListGameServers(input *ListGameServersInput) (*ListGameServersOutput, error)
func (c *GameLift) ListGameServersRequest(input *ListGameServersInput) (req *request.Request, output *ListGameServersOutput)
func (c *GameLift) ListGameServersWithContext(ctx aws.Context, input *ListGameServersInput, opts ...request.Option) (*ListGameServersOutput, error)
func (c *GameLift) ListScripts(input *ListScriptsInput) (*ListScriptsOutput, error)
func (c *GameLift) ListScriptsRequest(input *ListScriptsInput) (req *request.Request, output *ListScriptsOutput)
func (c *GameLift) ListScriptsWithContext(ctx aws.Context, input *ListScriptsInput, opts ...request.Option) (*ListScriptsOutput, error)
func (c *GameLift) ListTagsForResource(input *ListTagsForResourceInput) (*ListTagsForResourceOutput, error)
func (c *GameLift) ListTagsForResourceRequest(input *ListTagsForResourceInput) (req *request.Request, output *ListTagsForResourceOutput)
func (c *GameLift) ListTagsForResourceWithContext(ctx aws.Context, input *ListTagsForResourceInput, opts ...request.Option) (*ListTagsForResourceOutput, error)
func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error)
func (c *GameLift) PutScalingPolicyRequest(input *PutScalingPolicyInput) (req *request.Request, output *PutScalingPolicyOutput)
func (c *GameLift) PutScalingPolicyWithContext(ctx aws.Context, input *PutScalingPolicyInput, opts ...request.Option) (*PutScalingPolicyOutput, error)
func (c *GameLift) RegisterGameServer(input *RegisterGameServerInput) (*RegisterGameServerOutput, error)
func (c *GameLift) RegisterGameServerRequest(input *RegisterGameServerInput) (req *request.Request, output *RegisterGameServerOutput)
func (c *GameLift) RegisterGameServerWithContext(ctx aws.Context, input *RegisterGameServerInput, opts ...request.Option) (*RegisterGameServerOutput, error)
func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error)
func (c *GameLift) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) (req *request.Request, output *RequestUploadCredentialsOutput)
func (c *GameLift) RequestUploadCredentialsWithContext(ctx aws.Context, input *RequestUploadCredentialsInput, opts ...request.Option) (*RequestUploadCredentialsOutput, error)
func (c *GameLift) ResolveAlias(input *ResolveAliasInput) (*ResolveAliasOutput, error)
func (c *GameLift) ResolveAliasRequest(input *ResolveAliasInput) (req *request.Request, output *ResolveAliasOutput)
func (c *GameLift) ResolveAliasWithContext(ctx aws.Context, input *ResolveAliasInput, opts ...request.Option) (*ResolveAliasOutput, error)
func (c *GameLift) ResumeGameServerGroup(input *ResumeGameServerGroupInput) (*ResumeGameServerGroupOutput, error)
func (c *GameLift) ResumeGameServerGroupRequest(input *ResumeGameServerGroupInput) (req *request.Request, output *ResumeGameServerGroupOutput)
func (c *GameLift) ResumeGameServerGroupWithContext(ctx aws.Context, input *ResumeGameServerGroupInput, opts ...request.Option) (*ResumeGameServerGroupOutput, error)
func (c *GameLift) SearchGameSessions(input *SearchGameSessionsInput) (*SearchGameSessionsOutput, error)
func (c *GameLift) SearchGameSessionsRequest(input *SearchGameSessionsInput) (req *request.Request, output *SearchGameSessionsOutput)
func (c *GameLift) SearchGameSessionsWithContext(ctx aws.Context, input *SearchGameSessionsInput, opts ...request.Option) (*SearchGameSessionsOutput, error)
func (c *GameLift) StartFleetActions(input *StartFleetActionsInput) (*StartFleetActionsOutput, error)
func (c *GameLift) StartFleetActionsRequest(input *StartFleetActionsInput) (req *request.Request, output *StartFleetActionsOutput)
func (c *GameLift) StartFleetActionsWithContext(ctx aws.Context, input *StartFleetActionsInput, opts ...request.Option) (*StartFleetActionsOutput, error)
func (c *GameLift) StartGameSessionPlacement(input *StartGameSessionPlacementInput) (*StartGameSessionPlacementOutput, error)
func (c *GameLift) StartGameSessionPlacementRequest(input *StartGameSessionPlacementInput) (req *request.Request, output *StartGameSessionPlacementOutput)
func (c *GameLift) StartGameSessionPlacementWithContext(ctx aws.Context, input *StartGameSessionPlacementInput, opts ...request.Option) (*StartGameSessionPlacementOutput, error)
func (c *GameLift) StartMatchBackfill(input *StartMatchBackfillInput) (*StartMatchBackfillOutput, error)
func (c *GameLift) StartMatchBackfillRequest(input *StartMatchBackfillInput) (req *request.Request, output *StartMatchBackfillOutput)
func (c *GameLift) StartMatchBackfillWithContext(ctx aws.Context, input *StartMatchBackfillInput, opts ...request.Option) (*StartMatchBackfillOutput, error)
func (c *GameLift) StartMatchmaking(input *StartMatchmakingInput) (*StartMatchmakingOutput, error)
func (c *GameLift) StartMatchmakingRequest(input *StartMatchmakingInput) (req *request.Request, output *StartMatchmakingOutput)
func (c *GameLift) StartMatchmakingWithContext(ctx aws.Context, input *StartMatchmakingInput, opts ...request.Option) (*StartMatchmakingOutput, error)
func (c *GameLift) StopFleetActions(input *StopFleetActionsInput) (*StopFleetActionsOutput, error)
func (c *GameLift) StopFleetActionsRequest(input *StopFleetActionsInput) (req *request.Request, output *StopFleetActionsOutput)
func (c *GameLift) StopFleetActionsWithContext(ctx aws.Context, input *StopFleetActionsInput, opts ...request.Option) (*StopFleetActionsOutput, error)
func (c *GameLift) StopGameSessionPlacement(input *StopGameSessionPlacementInput) (*StopGameSessionPlacementOutput, error)
func (c *GameLift) StopGameSessionPlacementRequest(input *StopGameSessionPlacementInput) (req *request.Request, output *StopGameSessionPlacementOutput)
func (c *GameLift) StopGameSessionPlacementWithContext(ctx aws.Context, input *StopGameSessionPlacementInput, opts ...request.Option) (*StopGameSessionPlacementOutput, error)
func (c *GameLift) StopMatchmaking(input *StopMatchmakingInput) (*StopMatchmakingOutput, error)
func (c *GameLift) StopMatchmakingRequest(input *StopMatchmakingInput) (req *request.Request, output *StopMatchmakingOutput)
func (c *GameLift) StopMatchmakingWithContext(ctx aws.Context, input *StopMatchmakingInput, opts ...request.Option) (*StopMatchmakingOutput, error)
func (c *GameLift) SuspendGameServerGroup(input *SuspendGameServerGroupInput) (*SuspendGameServerGroupOutput, error)
func (c *GameLift) SuspendGameServerGroupRequest(input *SuspendGameServerGroupInput) (req *request.Request, output *SuspendGameServerGroupOutput)
func (c *GameLift) SuspendGameServerGroupWithContext(ctx aws.Context, input *SuspendGameServerGroupInput, opts ...request.Option) (*SuspendGameServerGroupOutput, error)
func (c *GameLift) TagResource(input *TagResourceInput) (*TagResourceOutput, error)
func (c *GameLift) TagResourceRequest(input *TagResourceInput) (req *request.Request, output *TagResourceOutput)
func (c *GameLift) TagResourceWithContext(ctx aws.Context, input *TagResourceInput, opts ...request.Option) (*TagResourceOutput, error)
func (c *GameLift) UntagResource(input *UntagResourceInput) (*UntagResourceOutput, error)
func (c *GameLift) UntagResourceRequest(input *UntagResourceInput) (req *request.Request, output *UntagResourceOutput)
func (c *GameLift) UntagResourceWithContext(ctx aws.Context, input *UntagResourceInput, opts ...request.Option) (*UntagResourceOutput, error)
func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error)
func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Request, output *UpdateAliasOutput)
func (c *GameLift) UpdateAliasWithContext(ctx aws.Context, input *UpdateAliasInput, opts ...request.Option) (*UpdateAliasOutput, error)
func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error)
func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Request, output *UpdateBuildOutput)
func (c *GameLift) UpdateBuildWithContext(ctx aws.Context, input *UpdateBuildInput, opts ...request.Option) (*UpdateBuildOutput, error)
func (c *GameLift) UpdateFleetAttributes(input *UpdateFleetAttributesInput) (*UpdateFleetAttributesOutput, error)
func (c *GameLift) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) (req *request.Request, output *UpdateFleetAttributesOutput)
func (c *GameLift) UpdateFleetAttributesWithContext(ctx aws.Context, input *UpdateFleetAttributesInput, opts ...request.Option) (*UpdateFleetAttributesOutput, error)
func (c *GameLift) UpdateFleetCapacity(input *UpdateFleetCapacityInput) (*UpdateFleetCapacityOutput, error)
func (c *GameLift) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) (req *request.Request, output *UpdateFleetCapacityOutput)
func (c *GameLift) UpdateFleetCapacityWithContext(ctx aws.Context, input *UpdateFleetCapacityInput, opts ...request.Option) (*UpdateFleetCapacityOutput, error)
func (c *GameLift) UpdateFleetPortSettings(input *UpdateFleetPortSettingsInput) (*UpdateFleetPortSettingsOutput, error)
func (c *GameLift) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) (req *request.Request, output *UpdateFleetPortSettingsOutput)
func (c *GameLift) UpdateFleetPortSettingsWithContext(ctx aws.Context, input *UpdateFleetPortSettingsInput, opts ...request.Option) (*UpdateFleetPortSettingsOutput, error)
func (c *GameLift) UpdateGameServer(input *UpdateGameServerInput) (*UpdateGameServerOutput, error)
func (c *GameLift) UpdateGameServerGroup(input *UpdateGameServerGroupInput) (*UpdateGameServerGroupOutput, error)
func (c *GameLift) UpdateGameServerGroupRequest(input *UpdateGameServerGroupInput) (req *request.Request, output *UpdateGameServerGroupOutput)
func (c *GameLift) UpdateGameServerGroupWithContext(ctx aws.Context, input *UpdateGameServerGroupInput, opts ...request.Option) (*UpdateGameServerGroupOutput, error)
func (c *GameLift) UpdateGameServerRequest(input *UpdateGameServerInput) (req *request.Request, output *UpdateGameServerOutput)
func (c *GameLift) UpdateGameServerWithContext(ctx aws.Context, input *UpdateGameServerInput, opts ...request.Option) (*UpdateGameServerOutput, error)
func (c *GameLift) UpdateGameSession(input *UpdateGameSessionInput) (*UpdateGameSessionOutput, error)
func (c *GameLift) UpdateGameSessionQueue(input *UpdateGameSessionQueueInput) (*UpdateGameSessionQueueOutput, error)
func (c *GameLift) UpdateGameSessionQueueRequest(input *UpdateGameSessionQueueInput) (req *request.Request, output *UpdateGameSessionQueueOutput)
func (c *GameLift) UpdateGameSessionQueueWithContext(ctx aws.Context, input *UpdateGameSessionQueueInput, opts ...request.Option) (*UpdateGameSessionQueueOutput, error)
func (c *GameLift) UpdateGameSessionRequest(input *UpdateGameSessionInput) (req *request.Request, output *UpdateGameSessionOutput)
func (c *GameLift) UpdateGameSessionWithContext(ctx aws.Context, input *UpdateGameSessionInput, opts ...request.Option) (*UpdateGameSessionOutput, error)
func (c *GameLift) UpdateMatchmakingConfiguration(input *UpdateMatchmakingConfigurationInput) (*UpdateMatchmakingConfigurationOutput, error)
func (c *GameLift) UpdateMatchmakingConfigurationRequest(input *UpdateMatchmakingConfigurationInput) (req *request.Request, output *UpdateMatchmakingConfigurationOutput)
func (c *GameLift) UpdateMatchmakingConfigurationWithContext(ctx aws.Context, input *UpdateMatchmakingConfigurationInput, opts ...request.Option) (*UpdateMatchmakingConfigurationOutput, error)
func (c *GameLift) UpdateRuntimeConfiguration(input *UpdateRuntimeConfigurationInput) (*UpdateRuntimeConfigurationOutput, error)
func (c *GameLift) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigurationInput) (req *request.Request, output *UpdateRuntimeConfigurationOutput)
func (c *GameLift) UpdateRuntimeConfigurationWithContext(ctx aws.Context, input *UpdateRuntimeConfigurationInput, opts ...request.Option) (*UpdateRuntimeConfigurationOutput, error)
func (c *GameLift) UpdateScript(input *UpdateScriptInput) (*UpdateScriptOutput, error)
func (c *GameLift) UpdateScriptRequest(input *UpdateScriptInput) (req *request.Request, output *UpdateScriptOutput)
func (c *GameLift) UpdateScriptWithContext(ctx aws.Context, input *UpdateScriptInput, opts ...request.Option) (*UpdateScriptOutput, error)
func (c *GameLift) ValidateMatchmakingRuleSet(input *ValidateMatchmakingRuleSetInput) (*ValidateMatchmakingRuleSetOutput, error)
func (c *GameLift) ValidateMatchmakingRuleSetRequest(input *ValidateMatchmakingRuleSetInput) (req *request.Request, output *ValidateMatchmakingRuleSetOutput)
func (c *GameLift) ValidateMatchmakingRuleSetWithContext(ctx aws.Context, input *ValidateMatchmakingRuleSetInput, opts ...request.Option) (*ValidateMatchmakingRuleSetOutput, error)
type AcceptMatchInput
type AcceptMatchOutput
type Alias
type AttributeValue
type AwsCredentials
type Build
type CertificateConfiguration
type ClaimGameServerInput
type ClaimGameServerOutput
type ConflictException
type CreateAliasInput
type CreateAliasOutput
type CreateBuildInput
type CreateBuildOutput
type CreateFleetInput
type CreateFleetOutput
type CreateGameServerGroupInput
type CreateGameServerGroupOutput
type CreateGameSessionInput
type CreateGameSessionOutput
type CreateGameSessionQueueInput
type CreateGameSessionQueueOutput
type CreateMatchmakingConfigurationInput
type CreateMatchmakingConfigurationOutput
type CreateMatchmakingRuleSetInput
type CreateMatchmakingRuleSetOutput
type CreatePlayerSessionInput
type CreatePlayerSessionOutput
type CreatePlayerSessionsInput
type CreatePlayerSessionsOutput
type CreateScriptInput
type CreateScriptOutput
type CreateVpcPeeringAuthorizationInput
type CreateVpcPeeringAuthorizationOutput
type CreateVpcPeeringConnectionInput
type CreateVpcPeeringConnectionOutput
type DeleteAliasInput
type DeleteAliasOutput
type DeleteBuildInput
type DeleteBuildOutput
type DeleteFleetInput
type DeleteFleetOutput
type DeleteGameServerGroupInput
type DeleteGameServerGroupOutput
type DeleteGameSessionQueueInput
type DeleteGameSessionQueueOutput
type DeleteMatchmakingConfigurationInput
type DeleteMatchmakingConfigurationOutput
type DeleteMatchmakingRuleSetInput
type DeleteMatchmakingRuleSetOutput
type DeleteScalingPolicyInput
type DeleteScalingPolicyOutput
type DeleteScriptInput
type DeleteScriptOutput
type DeleteVpcPeeringAuthorizationInput
type DeleteVpcPeeringAuthorizationOutput
type DeleteVpcPeeringConnectionInput
type DeleteVpcPeeringConnectionOutput
type DeregisterGameServerInput
type DeregisterGameServerOutput
type DescribeAliasInput
type DescribeAliasOutput
type DescribeBuildInput
type DescribeBuildOutput
type DescribeEC2InstanceLimitsInput
type DescribeEC2InstanceLimitsOutput
type DescribeFleetAttributesInput
type DescribeFleetAttributesOutput
type DescribeFleetCapacityInput
type DescribeFleetCapacityOutput
type DescribeFleetEventsInput
type DescribeFleetEventsOutput
type DescribeFleetPortSettingsInput
type DescribeFleetPortSettingsOutput
type DescribeFleetUtilizationInput
type DescribeFleetUtilizationOutput
type DescribeGameServerGroupInput
type DescribeGameServerGroupOutput
type DescribeGameServerInput
type DescribeGameServerOutput
type DescribeGameSessionDetailsInput
type DescribeGameSessionDetailsOutput
type DescribeGameSessionPlacementInput
type DescribeGameSessionPlacementOutput
type DescribeGameSessionQueuesInput
type DescribeGameSessionQueuesOutput
type DescribeGameSessionsInput
type DescribeGameSessionsOutput
type DescribeInstancesInput
type DescribeInstancesOutput
type DescribeMatchmakingConfigurationsInput
type DescribeMatchmakingConfigurationsOutput
type DescribeMatchmakingInput
type DescribeMatchmakingOutput
type DescribeMatchmakingRuleSetsInput
type DescribeMatchmakingRuleSetsOutput
type DescribePlayerSessionsInput
type DescribePlayerSessionsOutput
type DescribeRuntimeConfigurationInput
type DescribeRuntimeConfigurationOutput
type DescribeScalingPoliciesInput
type DescribeScalingPoliciesOutput
type DescribeScriptInput
type DescribeScriptOutput
type DescribeVpcPeeringAuthorizationsInput
type DescribeVpcPeeringAuthorizationsOutput
type DescribeVpcPeeringConnectionsInput
type DescribeVpcPeeringConnectionsOutput
type DesiredPlayerSession
type EC2InstanceCounts
type EC2InstanceLimit
type Event
type FleetAttributes
type FleetCapacity
type FleetCapacityExceededException
type FleetUtilization
type GameProperty
type GameServer
type GameServerGroup
type GameServerGroupAutoScalingPolicy
type GameSession
type GameSessionConnectionInfo
type GameSessionDetail
type GameSessionFullException
type GameSessionPlacement
type GameSessionQueue
type GameSessionQueueDestination
type GetGameSessionLogUrlInput
type GetGameSessionLogUrlOutput
type GetInstanceAccessInput
type GetInstanceAccessOutput
type IdempotentParameterMismatchException
type Instance
type InstanceAccess
type InstanceCredentials
type InstanceDefinition
type InternalServiceException
type InvalidFleetStatusException
type InvalidGameSessionStatusException
type InvalidRequestException
type IpPermission
type LaunchTemplateSpecification
type LimitExceededException
type ListAliasesInput
type ListAliasesOutput
type ListBuildsInput
type ListBuildsOutput
type ListFleetsInput
type ListFleetsOutput
type ListGameServerGroupsInput
type ListGameServerGroupsOutput
type ListGameServersInput
type ListGameServersOutput
type ListScriptsInput
type ListScriptsOutput
type ListTagsForResourceInput
type ListTagsForResourceOutput
type MatchedPlayerSession
type MatchmakingConfiguration
type MatchmakingRuleSet
type MatchmakingTicket
type NotFoundException
type OutOfCapacityException
type PlacedPlayerSession
type Player
type PlayerLatency
type PlayerLatencyPolicy
type PlayerSession
type PutScalingPolicyInput
type PutScalingPolicyOutput
type RegisterGameServerInput
type RegisterGameServerOutput
type RequestUploadCredentialsInput
type RequestUploadCredentialsOutput
type ResolveAliasInput
type ResolveAliasOutput
type ResourceCreationLimitPolicy
type ResumeGameServerGroupInput
type ResumeGameServerGroupOutput
type RoutingStrategy
type RuntimeConfiguration
type S3Location
type ScalingPolicy
type Script
type SearchGameSessionsInput
type SearchGameSessionsOutput
type ServerProcess
type StartFleetActionsInput
type StartFleetActionsOutput
type StartGameSessionPlacementInput
type StartGameSessionPlacementOutput
type StartMatchBackfillInput
type StartMatchBackfillOutput
type StartMatchmakingInput
type StartMatchmakingOutput
type StopFleetActionsInput
type StopFleetActionsOutput
type StopGameSessionPlacementInput
type StopGameSessionPlacementOutput
type StopMatchmakingInput
type StopMatchmakingOutput
type SuspendGameServerGroupInput
type SuspendGameServerGroupOutput
type Tag
type TagResourceInput
type TagResourceOutput
type TaggingFailedException
type TargetConfiguration
type TargetTrackingConfiguration
type TerminalRoutingStrategyException
type UnauthorizedException
type UnsupportedRegionException
type UntagResourceInput
type UntagResourceOutput
type UpdateAliasInput
type UpdateAliasOutput
type UpdateBuildInput
type UpdateBuildOutput
type UpdateFleetAttributesInput
type UpdateFleetAttributesOutput
type UpdateFleetCapacityInput
type UpdateFleetCapacityOutput
type UpdateFleetPortSettingsInput
type UpdateFleetPortSettingsOutput
type UpdateGameServerGroupInput
type UpdateGameServerGroupOutput
type UpdateGameServerInput
type UpdateGameServerOutput
type UpdateGameSessionInput
type UpdateGameSessionOutput
type UpdateGameSessionQueueInput
type UpdateGameSessionQueueOutput
type UpdateMatchmakingConfigurationInput
type UpdateMatchmakingConfigurationOutput
type UpdateRuntimeConfigurationInput
type UpdateRuntimeConfigurationOutput
type UpdateScriptInput
type UpdateScriptOutput
type ValidateMatchmakingRuleSetInput
type ValidateMatchmakingRuleSetOutput
type VpcPeeringAuthorization
type VpcPeeringConnection
type VpcPeeringConnectionStatus

Constants ▾

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

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

    // BackfillModeManual is a BackfillMode enum value
    BackfillModeManual = "MANUAL"
)
const (
    // BalancingStrategySpotOnly is a BalancingStrategy enum value
    BalancingStrategySpotOnly = "SPOT_ONLY"

    // BalancingStrategySpotPreferred is a BalancingStrategy enum value
    BalancingStrategySpotPreferred = "SPOT_PREFERRED"
)
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 (
    // CertificateTypeDisabled is a CertificateType enum value
    CertificateTypeDisabled = "DISABLED"

    // CertificateTypeGenerated is a CertificateType enum value
    CertificateTypeGenerated = "GENERATED"
)
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"

    // EC2InstanceTypeC5Large is a EC2InstanceType enum value
    EC2InstanceTypeC5Large = "c5.large"

    // EC2InstanceTypeC5Xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC5Xlarge = "c5.xlarge"

    // EC2InstanceTypeC52xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC52xlarge = "c5.2xlarge"

    // EC2InstanceTypeC54xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC54xlarge = "c5.4xlarge"

    // EC2InstanceTypeC59xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC59xlarge = "c5.9xlarge"

    // EC2InstanceTypeC512xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC512xlarge = "c5.12xlarge"

    // EC2InstanceTypeC518xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC518xlarge = "c5.18xlarge"

    // EC2InstanceTypeC524xlarge is a EC2InstanceType enum value
    EC2InstanceTypeC524xlarge = "c5.24xlarge"

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

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

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

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

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

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

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

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

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

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

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

    // EC2InstanceTypeR5Large is a EC2InstanceType enum value
    EC2InstanceTypeR5Large = "r5.large"

    // EC2InstanceTypeR5Xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR5Xlarge = "r5.xlarge"

    // EC2InstanceTypeR52xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR52xlarge = "r5.2xlarge"

    // EC2InstanceTypeR54xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR54xlarge = "r5.4xlarge"

    // EC2InstanceTypeR58xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR58xlarge = "r5.8xlarge"

    // EC2InstanceTypeR512xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR512xlarge = "r5.12xlarge"

    // EC2InstanceTypeR516xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR516xlarge = "r5.16xlarge"

    // EC2InstanceTypeR524xlarge is a EC2InstanceType enum value
    EC2InstanceTypeR524xlarge = "r5.24xlarge"

    // 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"

    // EC2InstanceTypeM5Large is a EC2InstanceType enum value
    EC2InstanceTypeM5Large = "m5.large"

    // EC2InstanceTypeM5Xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM5Xlarge = "m5.xlarge"

    // EC2InstanceTypeM52xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM52xlarge = "m5.2xlarge"

    // EC2InstanceTypeM54xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM54xlarge = "m5.4xlarge"

    // EC2InstanceTypeM58xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM58xlarge = "m5.8xlarge"

    // EC2InstanceTypeM512xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM512xlarge = "m5.12xlarge"

    // EC2InstanceTypeM516xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM516xlarge = "m5.16xlarge"

    // EC2InstanceTypeM524xlarge is a EC2InstanceType enum value
    EC2InstanceTypeM524xlarge = "m5.24xlarge"
)
const (
    // EventCodeGenericEvent is a EventCode enum value
    EventCodeGenericEvent = "GENERIC_EVENT"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    // FleetTypeSpot is a FleetType enum value
    FleetTypeSpot = "SPOT"
)
const (
    // GameServerGroupDeleteOptionSafeDelete is a GameServerGroupDeleteOption enum value
    GameServerGroupDeleteOptionSafeDelete = "SAFE_DELETE"

    // GameServerGroupDeleteOptionForceDelete is a GameServerGroupDeleteOption enum value
    GameServerGroupDeleteOptionForceDelete = "FORCE_DELETE"

    // GameServerGroupDeleteOptionRetain is a GameServerGroupDeleteOption enum value
    GameServerGroupDeleteOptionRetain = "RETAIN"
)
const (
    // GameServerGroupInstanceTypeC4Large is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC4Large = "c4.large"

    // GameServerGroupInstanceTypeC4Xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC4Xlarge = "c4.xlarge"

    // GameServerGroupInstanceTypeC42xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC42xlarge = "c4.2xlarge"

    // GameServerGroupInstanceTypeC44xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC44xlarge = "c4.4xlarge"

    // GameServerGroupInstanceTypeC48xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC48xlarge = "c4.8xlarge"

    // GameServerGroupInstanceTypeC5Large is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC5Large = "c5.large"

    // GameServerGroupInstanceTypeC5Xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC5Xlarge = "c5.xlarge"

    // GameServerGroupInstanceTypeC52xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC52xlarge = "c5.2xlarge"

    // GameServerGroupInstanceTypeC54xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC54xlarge = "c5.4xlarge"

    // GameServerGroupInstanceTypeC59xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC59xlarge = "c5.9xlarge"

    // GameServerGroupInstanceTypeC512xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC512xlarge = "c5.12xlarge"

    // GameServerGroupInstanceTypeC518xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC518xlarge = "c5.18xlarge"

    // GameServerGroupInstanceTypeC524xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeC524xlarge = "c5.24xlarge"

    // GameServerGroupInstanceTypeR4Large is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR4Large = "r4.large"

    // GameServerGroupInstanceTypeR4Xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR4Xlarge = "r4.xlarge"

    // GameServerGroupInstanceTypeR42xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR42xlarge = "r4.2xlarge"

    // GameServerGroupInstanceTypeR44xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR44xlarge = "r4.4xlarge"

    // GameServerGroupInstanceTypeR48xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR48xlarge = "r4.8xlarge"

    // GameServerGroupInstanceTypeR416xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR416xlarge = "r4.16xlarge"

    // GameServerGroupInstanceTypeR5Large is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR5Large = "r5.large"

    // GameServerGroupInstanceTypeR5Xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR5Xlarge = "r5.xlarge"

    // GameServerGroupInstanceTypeR52xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR52xlarge = "r5.2xlarge"

    // GameServerGroupInstanceTypeR54xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR54xlarge = "r5.4xlarge"

    // GameServerGroupInstanceTypeR58xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR58xlarge = "r5.8xlarge"

    // GameServerGroupInstanceTypeR512xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR512xlarge = "r5.12xlarge"

    // GameServerGroupInstanceTypeR516xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR516xlarge = "r5.16xlarge"

    // GameServerGroupInstanceTypeR524xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeR524xlarge = "r5.24xlarge"

    // GameServerGroupInstanceTypeM4Large is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM4Large = "m4.large"

    // GameServerGroupInstanceTypeM4Xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM4Xlarge = "m4.xlarge"

    // GameServerGroupInstanceTypeM42xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM42xlarge = "m4.2xlarge"

    // GameServerGroupInstanceTypeM44xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM44xlarge = "m4.4xlarge"

    // GameServerGroupInstanceTypeM410xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM410xlarge = "m4.10xlarge"

    // GameServerGroupInstanceTypeM5Large is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM5Large = "m5.large"

    // GameServerGroupInstanceTypeM5Xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM5Xlarge = "m5.xlarge"

    // GameServerGroupInstanceTypeM52xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM52xlarge = "m5.2xlarge"

    // GameServerGroupInstanceTypeM54xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM54xlarge = "m5.4xlarge"

    // GameServerGroupInstanceTypeM58xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM58xlarge = "m5.8xlarge"

    // GameServerGroupInstanceTypeM512xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM512xlarge = "m5.12xlarge"

    // GameServerGroupInstanceTypeM516xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM516xlarge = "m5.16xlarge"

    // GameServerGroupInstanceTypeM524xlarge is a GameServerGroupInstanceType enum value
    GameServerGroupInstanceTypeM524xlarge = "m5.24xlarge"
)
const (
    // GameServerGroupStatusNew is a GameServerGroupStatus enum value
    GameServerGroupStatusNew = "NEW"

    // GameServerGroupStatusActivating is a GameServerGroupStatus enum value
    GameServerGroupStatusActivating = "ACTIVATING"

    // GameServerGroupStatusActive is a GameServerGroupStatus enum value
    GameServerGroupStatusActive = "ACTIVE"

    // GameServerGroupStatusDeleteScheduled is a GameServerGroupStatus enum value
    GameServerGroupStatusDeleteScheduled = "DELETE_SCHEDULED"

    // GameServerGroupStatusDeleting is a GameServerGroupStatus enum value
    GameServerGroupStatusDeleting = "DELETING"

    // GameServerGroupStatusDeleted is a GameServerGroupStatus enum value
    GameServerGroupStatusDeleted = "DELETED"

    // GameServerGroupStatusError is a GameServerGroupStatus enum value
    GameServerGroupStatusError = "ERROR"
)
const (
    // GameServerProtectionPolicyNoProtection is a GameServerProtectionPolicy enum value
    GameServerProtectionPolicyNoProtection = "NO_PROTECTION"

    // GameServerProtectionPolicyFullProtection is a GameServerProtectionPolicy enum value
    GameServerProtectionPolicyFullProtection = "FULL_PROTECTION"
)
const (
    // GameServerUtilizationStatusAvailable is a GameServerUtilizationStatus enum value
    GameServerUtilizationStatusAvailable = "AVAILABLE"

    // GameServerUtilizationStatusUtilized is a GameServerUtilizationStatus enum value
    GameServerUtilizationStatusUtilized = "UTILIZED"
)
const (
    // GameSessionPlacementStatePending is a GameSessionPlacementState enum value
    GameSessionPlacementStatePending = "PENDING"

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

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

    // GameSessionPlacementStateTimedOut is a GameSessionPlacementState enum value
    GameSessionPlacementStateTimedOut = "TIMED_OUT"

    // GameSessionPlacementStateFailed is a GameSessionPlacementState enum value
    GameSessionPlacementStateFailed = "FAILED"
)
const (
    // GameSessionStatusActive is a GameSessionStatus enum value
    GameSessionStatusActive = "ACTIVE"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    // OperatingSystemAmazonLinux is a OperatingSystem enum value
    OperatingSystemAmazonLinux = "AMAZON_LINUX"

    // OperatingSystemAmazonLinux2 is a OperatingSystem enum value
    OperatingSystemAmazonLinux2 = "AMAZON_LINUX_2"
)
const (
    // PlayerSessionCreationPolicyAcceptAll is a PlayerSessionCreationPolicy enum value
    PlayerSessionCreationPolicyAcceptAll = "ACCEPT_ALL"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    // SortOrderDescending is a SortOrder enum value
    SortOrderDescending = "DESCENDING"
)
const (

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Service information constants

const (
    // FleetActionAutoScaling is a FleetAction enum value
    FleetActionAutoScaling = "AUTO_SCALING"
)
const (
    // GameServerClaimStatusClaimed is a GameServerClaimStatus enum value
    GameServerClaimStatusClaimed = "CLAIMED"
)
const (
    // GameServerGroupActionReplaceInstanceTypes is a GameServerGroupAction enum value
    GameServerGroupActionReplaceInstanceTypes = "REPLACE_INSTANCE_TYPES"
)
const (
    // GameServerHealthCheckHealthy is a GameServerHealthCheck enum value
    GameServerHealthCheckHealthy = "HEALTHY"
)
const (
    // GameSessionStatusReasonInterrupted is a GameSessionStatusReason enum value
    GameSessionStatusReasonInterrupted = "INTERRUPTED"
)

type AcceptMatchInput

type AcceptMatchInput struct {

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

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

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

Represents the input for a request action.

func (AcceptMatchInput) GoString

func (s AcceptMatchInput) GoString() string

GoString returns the string representation

func (*AcceptMatchInput) SetAcceptanceType

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

SetAcceptanceType sets the AcceptanceType field's value.

func (*AcceptMatchInput) SetPlayerIds

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

SetPlayerIds sets the PlayerIds field's value.

func (*AcceptMatchInput) SetTicketId

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

SetTicketId sets the TicketId field's value.

func (AcceptMatchInput) String

func (s AcceptMatchInput) String() string

String returns the string representation

func (*AcceptMatchInput) Validate

func (s *AcceptMatchInput) Validate() error

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

type AcceptMatchOutput

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

func (AcceptMatchOutput) GoString

func (s AcceptMatchOutput) GoString() string

GoString returns the string representation

func (AcceptMatchOutput) String

func (s AcceptMatchOutput) String() string

String returns the string representation

type Alias

type Alias struct {

    // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
    // that is assigned to a GameLift alias resource and uniquely identifies it.
    // ARNs are unique across all Regions. In a GameLift alias ARN, the resource
    // ID matches the alias ID value.
    AliasArn *string `type:"string"`

    // A unique identifier for an alias. Alias IDs are unique within a Region.
    AliasId *string `type:"string"`

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

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

    // The time that this data object was last modified. Format is a number expressed
    // in Unix time as milliseconds (for example "1469498468.057").
    LastUpdatedTime *time.Time `type:"timestamp"`

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

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

Properties that describe an alias resource.

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

func (Alias) GoString

func (s Alias) GoString() string

GoString returns the string representation

func (*Alias) SetAliasArn

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

SetAliasArn sets the AliasArn field's value.

func (*Alias) SetAliasId

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

SetAliasId sets the AliasId field's value.

func (*Alias) SetCreationTime

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

SetCreationTime sets the CreationTime field's value.

func (*Alias) SetDescription

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

SetDescription sets the Description field's value.

func (*Alias) SetLastUpdatedTime

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

SetLastUpdatedTime sets the LastUpdatedTime field's value.

func (*Alias) SetName

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

SetName sets the Name field's value.

func (*Alias) SetRoutingStrategy

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

SetRoutingStrategy sets the RoutingStrategy field's value.

func (Alias) String

func (s Alias) String() string

String returns the string representation

type AttributeValue

type AttributeValue struct {

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

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

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

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

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

func (AttributeValue) GoString

func (s AttributeValue) GoString() string

GoString returns the string representation

func (*AttributeValue) SetN

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

SetN sets the N field's value.

func (*AttributeValue) SetS

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

SetS sets the S field's value.

func (*AttributeValue) SetSDM

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

SetSDM sets the SDM field's value.

func (*AttributeValue) SetSL

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

SetSL sets the SL field's value.

func (AttributeValue) String

func (s AttributeValue) String() string

String returns the string representation

func (*AttributeValue) Validate

func (s *AttributeValue) Validate() error

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

type AwsCredentials

type AwsCredentials struct {

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

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

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

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

func (AwsCredentials) GoString

func (s AwsCredentials) GoString() string

GoString returns the string representation

func (*AwsCredentials) SetAccessKeyId

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

SetAccessKeyId sets the AccessKeyId field's value.

func (*AwsCredentials) SetSecretAccessKey

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

SetSecretAccessKey sets the SecretAccessKey field's value.

func (*AwsCredentials) SetSessionToken

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

SetSessionToken sets the SessionToken field's value.

func (AwsCredentials) String

func (s AwsCredentials) String() string

String returns the string representation

type Build

type Build struct {

    // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
    // that is assigned to a GameLift build resource and uniquely identifies it.
    // ARNs are unique across all Regions. In a GameLift build ARN, the resource
    // ID matches the BuildId value.
    BuildArn *string `type:"string"`

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

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

    // A descriptive label that is associated with a build. Build names do not need
    // to be unique. It can be set using CreateBuild or UpdateBuild.
    Name *string `type:"string"`

    // Operating system that the game server binaries are built to run on. This
    // value determines the type of fleet resources that you can use for this build.
    OperatingSystem *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 information that is associated with a build or script. Version strings
    // do not need to be unique. This value can be set using CreateBuild or UpdateBuild.
    Version *string `type:"string"`
    // contains filtered or unexported fields
}

Properties describing a custom game build.

Related operations

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

func (Build) GoString

func (s Build) GoString() string

GoString returns the string representation

func (*Build) SetBuildArn

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

SetBuildArn sets the BuildArn field's value.

func (*Build) SetBuildId

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

SetBuildId sets the BuildId field's value.

func (*Build) SetCreationTime

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

SetCreationTime sets the CreationTime field's value.

func (*Build) SetName

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

SetName sets the Name field's value.

func (*Build) SetOperatingSystem

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

SetOperatingSystem sets the OperatingSystem field's value.

func (*Build) SetSizeOnDisk

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

SetSizeOnDisk sets the SizeOnDisk field's value.

func (*Build) SetStatus

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

SetStatus sets the Status field's value.

func (*Build) SetVersion

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

SetVersion sets the Version field's value.

func (Build) String

func (s Build) String() string

String returns the string representation

type CertificateConfiguration

type CertificateConfiguration struct {

    // Indicates whether a TLS/SSL certificate was generated for a fleet.
    //
    // CertificateType is a required field
    CertificateType *string `type:"string" required:"true" enum:"CertificateType"`
    // contains filtered or unexported fields
}

Information about the use of a TLS/SSL certificate for a fleet. TLS certificate generation is enabled at the fleet level, with one certificate generated for the fleet. When this feature is enabled, the certificate can be retrieved using the GameLift Server SDK (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html) call GetInstanceCertificate. All instances in a fleet share the same certificate.

func (CertificateConfiguration) GoString

func (s CertificateConfiguration) GoString() string

GoString returns the string representation

func (*CertificateConfiguration) SetCertificateType

func (s *CertificateConfiguration) SetCertificateType(v string) *CertificateConfiguration

SetCertificateType sets the CertificateType field's value.

func (CertificateConfiguration) String

func (s CertificateConfiguration) String() string

String returns the string representation

func (*CertificateConfiguration) Validate

func (s *CertificateConfiguration) Validate() error

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

type ClaimGameServerInput

type ClaimGameServerInput struct {

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

    // An identifier for the game server group. When claiming a specific game server,
    // this is the game server group whether the game server is located. When requesting
    // that GameLift FleetIQ locate an available game server, this is the game server
    // group to search on. You can use either the GameServerGroup name or ARN value.
    //
    // GameServerGroupName is a required field
    GameServerGroupName *string `min:"1" type:"string" required:"true"`

    // A custom string that uniquely identifies the game server to claim. If this
    // parameter is left empty, GameLift FleetIQ searches for an available game
    // server in the specified game server group.
    GameServerId *string `min:"3" type:"string"`
    // contains filtered or unexported fields
}

func (ClaimGameServerInput) GoString

func (s ClaimGameServerInput) GoString() string

GoString returns the string representation

func (*ClaimGameServerInput) SetGameServerData

func (s *ClaimGameServerInput) SetGameServerData(v string) *ClaimGameServerInput

SetGameServerData sets the GameServerData field's value.

func (*ClaimGameServerInput) SetGameServerGroupName

func (s *ClaimGameServerInput) SetGameServerGroupName(v string) *ClaimGameServerInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*ClaimGameServerInput) SetGameServerId

func (s *ClaimGameServerInput) SetGameServerId(v string) *ClaimGameServerInput

SetGameServerId sets the GameServerId field's value.

func (ClaimGameServerInput) String

func (s ClaimGameServerInput) String() string

String returns the string representation

func (*ClaimGameServerInput) Validate

func (s *ClaimGameServerInput) Validate() error

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

type ClaimGameServerOutput

type ClaimGameServerOutput struct {

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

func (ClaimGameServerOutput) GoString

func (s ClaimGameServerOutput) GoString() string

GoString returns the string representation

func (*ClaimGameServerOutput) SetGameServer

func (s *ClaimGameServerOutput) SetGameServer(v *GameServer) *ClaimGameServerOutput

SetGameServer sets the GameServer field's value.

func (ClaimGameServerOutput) String

func (s ClaimGameServerOutput) String() string

String returns the string representation

type ConflictException

type ConflictException struct {
    RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"`

    Message_ *string `locationName:"Message" min:"1" type:"string"`
    // contains filtered or unexported fields
}

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.

func (*ConflictException) Code

func (s *ConflictException) Code() string

Code returns the exception type name.

func (*ConflictException) Error

func (s *ConflictException) Error() string

func (ConflictException) GoString

func (s ConflictException) GoString() string

GoString returns the string representation

func (*ConflictException) Message

func (s *ConflictException) Message() string

Message returns the exception's message.

func (*ConflictException) OrigErr

func (s *ConflictException) OrigErr() error

OrigErr always returns nil, satisfies awserr.Error interface.

func (*ConflictException) RequestID

func (s *ConflictException) RequestID() string

RequestID returns the service's response RequestID for request.

func (*ConflictException) StatusCode

func (s *ConflictException) StatusCode() int

Status code returns the HTTP status code for the request's response error.

func (ConflictException) String

func (s ConflictException) String() string

String returns the string representation

type CreateAliasInput

type CreateAliasInput struct {

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

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

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

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

Represents the input for a request action.

func (CreateAliasInput) GoString

func (s CreateAliasInput) GoString() string

GoString returns the string representation

func (*CreateAliasInput) SetDescription

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

SetDescription sets the Description field's value.

func (*CreateAliasInput) SetName

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

SetName sets the Name field's value.

func (*CreateAliasInput) SetRoutingStrategy

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

SetRoutingStrategy sets the RoutingStrategy field's value.

func (*CreateAliasInput) SetTags

func (s *CreateAliasInput) SetTags(v []*Tag) *CreateAliasInput

SetTags sets the Tags field's value.

func (CreateAliasInput) String

func (s CreateAliasInput) String() string

String returns the string representation

func (*CreateAliasInput) Validate

func (s *CreateAliasInput) Validate() error

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

type CreateAliasOutput

type CreateAliasOutput struct {

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

Represents the returned data in response to a request action.

func (CreateAliasOutput) GoString

func (s CreateAliasOutput) GoString() string

GoString returns the string representation

func (*CreateAliasOutput) SetAlias

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

SetAlias sets the Alias field's value.

func (CreateAliasOutput) String

func (s CreateAliasOutput) String() string

String returns the string representation

type CreateBuildInput

type CreateBuildInput struct {

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

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

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

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

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

Represents the input for a request action.

func (CreateBuildInput) GoString

func (s CreateBuildInput) GoString() string

GoString returns the string representation

func (*CreateBuildInput) SetName

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

SetName sets the Name field's value.

func (*CreateBuildInput) SetOperatingSystem

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

SetOperatingSystem sets the OperatingSystem field's value.

func (*CreateBuildInput) SetStorageLocation

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

SetStorageLocation sets the StorageLocation field's value.

func (*CreateBuildInput) SetTags

func (s *CreateBuildInput) SetTags(v []*Tag) *CreateBuildInput

SetTags sets the Tags field's value.

func (*CreateBuildInput) SetVersion

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

SetVersion sets the Version field's value.

func (CreateBuildInput) String

func (s CreateBuildInput) String() string

String returns the string representation

func (*CreateBuildInput) Validate

func (s *CreateBuildInput) Validate() error

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

type CreateBuildOutput

type CreateBuildOutput struct {

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

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

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

Represents the returned data in response to a request action.

func (CreateBuildOutput) GoString

func (s CreateBuildOutput) GoString() string

GoString returns the string representation

func (*CreateBuildOutput) SetBuild

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

SetBuild sets the Build field's value.

func (*CreateBuildOutput) SetStorageLocation

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

SetStorageLocation sets the StorageLocation field's value.

func (*CreateBuildOutput) SetUploadCredentials

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

SetUploadCredentials sets the UploadCredentials field's value.

func (CreateBuildOutput) String

func (s CreateBuildOutput) String() string

String returns the string representation

type CreateFleetInput

type CreateFleetInput struct {

    // A unique identifier for a build to be deployed on the new fleet. You can
    // use either the build ID or ARN value. The custom game server build must have
    // been successfully uploaded to Amazon GameLift and be in a READY status. This
    // fleet setting cannot be changed once the fleet is created.
    BuildId *string `type:"string"`

    // Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS
    // certificates are used for encrypting traffic between game clients and game
    // servers running on GameLift. If this parameter is not specified, the default
    // value, DISABLED, is used. This fleet setting cannot be changed once the fleet
    // is created. Learn more at Securing Client/Server Communication (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security).
    //
    // Note: This feature requires the AWS Certificate Manager (ACM) service, which
    // is available in the AWS global partition but not in all other partitions.
    // When working in a partition that does not support this feature, a request
    // for a new fleet with certificate generation results fails with a 4xx unsupported
    // Region error.
    //
    // Valid values include:
    //
    //    * GENERATED - Generate a TLS/SSL certificate for this fleet.
    //
    //    * DISABLED - (default) Do not generate a TLS/SSL certificate for this
    //    fleet.
    CertificateConfiguration *CertificateConfiguration `type:"structure"`

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

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

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

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

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

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

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

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

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

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

    // A unique identifier for a VPC with resources to be accessed by your Amazon
    // GameLift fleet. The VPC must be in the same Region as your fleet. To look
    // up a VPC ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/)
    // in the AWS Management Console. Learn more about VPC peering in VPC Peering
    // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
    PeerVpcId *string `min:"1" type:"string"`

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

    // Instructions for launching server processes on each instance in the fleet.
    // Server processes run either a custom game build executable or a Realtime
    // script. The runtime configuration defines the server executables or launch
    // script file, launch parameters, and the number of processes to run concurrently
    // on each instance. When creating a fleet, the runtime configuration must have
    // at least one server process configuration; otherwise the request fails with
    // an invalid request exception. (This parameter replaces the parameters ServerLaunchPath
    // and ServerLaunchParameters, although requests that contain values for these
    // parameters instead of a runtime configuration will continue to work.) This
    // parameter is required unless the parameters ServerLaunchPath and ServerLaunchParameters
    // are defined. Runtime configuration replaced these parameters, but fleets
    // that use them will continue to work.
    RuntimeConfiguration *RuntimeConfiguration `type:"structure"`

    // A unique identifier for a Realtime script to be deployed on the new fleet.
    // You can use either the script ID or ARN value. The Realtime script must have
    // been successfully uploaded to Amazon GameLift. This fleet setting cannot
    // be changed once the fleet is created.
    ScriptId *string `type:"string"`

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

    // This parameter is no longer used. Instead, specify a server launch path using
    // the RuntimeConfiguration parameter. Requests that specify a server launch
    // path and launch parameters instead of a runtime configuration will continue
    // to work.
    ServerLaunchPath *string `min:"1" type:"string"`

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

Represents the input for a request action.

func (CreateFleetInput) GoString

func (s CreateFleetInput) GoString() string

GoString returns the string representation

func (*CreateFleetInput) SetBuildId

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

SetBuildId sets the BuildId field's value.

func (*CreateFleetInput) SetCertificateConfiguration

func (s *CreateFleetInput) SetCertificateConfiguration(v *CertificateConfiguration) *CreateFleetInput

SetCertificateConfiguration sets the CertificateConfiguration field's value.

func (*CreateFleetInput) SetDescription

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

SetDescription sets the Description field's value.

func (*CreateFleetInput) SetEC2InboundPermissions

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

SetEC2InboundPermissions sets the EC2InboundPermissions field's value.

func (*CreateFleetInput) SetEC2InstanceType

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

SetEC2InstanceType sets the EC2InstanceType field's value.

func (*CreateFleetInput) SetFleetType

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

SetFleetType sets the FleetType field's value.

func (*CreateFleetInput) SetInstanceRoleArn

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

SetInstanceRoleArn sets the InstanceRoleArn field's value.

func (*CreateFleetInput) SetLogPaths

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

SetLogPaths sets the LogPaths field's value.

func (*CreateFleetInput) SetMetricGroups

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

SetMetricGroups sets the MetricGroups field's value.

func (*CreateFleetInput) SetName

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

SetName sets the Name field's value.

func (*CreateFleetInput) SetNewGameSessionProtectionPolicy

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

SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.

func (*CreateFleetInput) SetPeerVpcAwsAccountId

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

SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value.

func (*CreateFleetInput) SetPeerVpcId

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

SetPeerVpcId sets the PeerVpcId field's value.

func (*CreateFleetInput) SetResourceCreationLimitPolicy

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

SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.

func (*CreateFleetInput) SetRuntimeConfiguration

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

SetRuntimeConfiguration sets the RuntimeConfiguration field's value.

func (*CreateFleetInput) SetScriptId

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

SetScriptId sets the ScriptId field's value.

func (*CreateFleetInput) SetServerLaunchParameters

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

SetServerLaunchParameters sets the ServerLaunchParameters field's value.

func (*CreateFleetInput) SetServerLaunchPath

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

SetServerLaunchPath sets the ServerLaunchPath field's value.

func (*CreateFleetInput) SetTags

func (s *CreateFleetInput) SetTags(v []*Tag) *CreateFleetInput

SetTags sets the Tags field's value.

func (CreateFleetInput) String

func (s CreateFleetInput) String() string

String returns the string representation

func (*CreateFleetInput) Validate

func (s *CreateFleetInput) Validate() error

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

type CreateFleetOutput

type CreateFleetOutput struct {

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

Represents the returned data in response to a request action.

func (CreateFleetOutput) GoString

func (s CreateFleetOutput) GoString() string

GoString returns the string representation

func (*CreateFleetOutput) SetFleetAttributes

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

SetFleetAttributes sets the FleetAttributes field's value.

func (CreateFleetOutput) String

func (s CreateFleetOutput) String() string

String returns the string representation

type CreateGameServerGroupInput

type CreateGameServerGroupInput struct {

    // Configuration settings to define a scaling policy for the Auto Scaling group
    // that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers"
    // to maintain a buffer of idle game servers that can immediately accommodate
    // new games and players. Once the game server and Auto Scaling groups are created,
    // you can update the scaling policy settings directly in Auto Scaling Groups.
    AutoScalingPolicy *GameServerGroupAutoScalingPolicy `type:"structure"`

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

    // An identifier for the new game server group. This value is used to generate
    // unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ
    // game server group. The name must be unique per Region per AWS account.
    //
    // GameServerGroupName is a required field
    GameServerGroupName *string `min:"1" type:"string" required:"true"`

    // A flag that indicates whether instances in the game server group are protected
    // from early termination. Unprotected instances that have active game servers
    // running may by terminated during a scale-down event, causing players to be
    // dropped from the game. Protected instances cannot be terminated while there
    // are active game servers running. An exception to this is Spot Instances,
    // which may be terminated by AWS regardless of protection status. This property
    // is set to NO_PROTECTION by default.
    GameServerProtectionPolicy *string `type:"string" enum:"GameServerProtectionPolicy"`

    // A set of EC2 instance types to use when creating instances in the group.
    // The instance definitions must specify at least two different instance types
    // that are supported by GameLift FleetIQ. For more information on instance
    // types, see EC2 Instance Types (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html)
    // in the Amazon EC2 User Guide.
    //
    // InstanceDefinitions is a required field
    InstanceDefinitions []*InstanceDefinition `min:"2" type:"list" required:"true"`

    // The EC2 launch template that contains configuration settings and game server
    // code to be deployed to all instances in the game server group. You can specify
    // the template using either the template name or ID. For help with creating
    // a launch template, see Creating a Launch Template for an Auto Scaling Group
    // (https://docs.aws.amazon.com/autoscaling/ec2/userguide/create-launch-template.html)
    // in the Amazon EC2 Auto Scaling User Guide.
    //
    // LaunchTemplate is a required field
    LaunchTemplate *LaunchTemplateSpecification `type:"structure" required:"true"`

    // The maximum number of instances allowed in the EC2 Auto Scaling group. During
    // autoscaling events, GameLift FleetIQ and EC2 do not scale up the group above
    // this maximum.
    //
    // MaxSize is a required field
    MaxSize *int64 `min:"1" type:"integer" required:"true"`

    // The minimum number of instances allowed in the EC2 Auto Scaling group. During
    // autoscaling events, GameLift FleetIQ and EC2 do not scale down the group
    // below this minimum. In production, this value should be set to at least 1.
    //
    // MinSize is a required field
    MinSize *int64 `type:"integer" required:"true"`

    // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
    // for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
    // groups. The submitted role is validated to ensure that it contains the necessary
    // permissions for game server groups.
    //
    // RoleArn is a required field
    RoleArn *string `min:"1" type:"string" required:"true"`

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

    // A list of virtual private cloud (VPC) subnets to use with instances in the
    // game server group. By default, all GameLift FleetIQ-supported availability
    // zones are used; this parameter allows you to specify VPCs that you've set
    // up.
    VpcSubnets []*string `min:"1" type:"list"`
    // contains filtered or unexported fields
}

func (CreateGameServerGroupInput) GoString

func (s CreateGameServerGroupInput) GoString() string

GoString returns the string representation

func (*CreateGameServerGroupInput) SetAutoScalingPolicy

func (s *CreateGameServerGroupInput) SetAutoScalingPolicy(v *GameServerGroupAutoScalingPolicy) *CreateGameServerGroupInput

SetAutoScalingPolicy sets the AutoScalingPolicy field's value.

func (*CreateGameServerGroupInput) SetBalancingStrategy

func (s *CreateGameServerGroupInput) SetBalancingStrategy(v string) *CreateGameServerGroupInput

SetBalancingStrategy sets the BalancingStrategy field's value.

func (*CreateGameServerGroupInput) SetGameServerGroupName

func (s *CreateGameServerGroupInput) SetGameServerGroupName(v string) *CreateGameServerGroupInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*CreateGameServerGroupInput) SetGameServerProtectionPolicy

func (s *CreateGameServerGroupInput) SetGameServerProtectionPolicy(v string) *CreateGameServerGroupInput

SetGameServerProtectionPolicy sets the GameServerProtectionPolicy field's value.

func (*CreateGameServerGroupInput) SetInstanceDefinitions

func (s *CreateGameServerGroupInput) SetInstanceDefinitions(v []*InstanceDefinition) *CreateGameServerGroupInput

SetInstanceDefinitions sets the InstanceDefinitions field's value.

func (*CreateGameServerGroupInput) SetLaunchTemplate

func (s *CreateGameServerGroupInput) SetLaunchTemplate(v *LaunchTemplateSpecification) *CreateGameServerGroupInput

SetLaunchTemplate sets the LaunchTemplate field's value.

func (*CreateGameServerGroupInput) SetMaxSize

func (s *CreateGameServerGroupInput) SetMaxSize(v int64) *CreateGameServerGroupInput

SetMaxSize sets the MaxSize field's value.

func (*CreateGameServerGroupInput) SetMinSize

func (s *CreateGameServerGroupInput) SetMinSize(v int64) *CreateGameServerGroupInput

SetMinSize sets the MinSize field's value.

func (*CreateGameServerGroupInput) SetRoleArn

func (s *CreateGameServerGroupInput) SetRoleArn(v string) *CreateGameServerGroupInput

SetRoleArn sets the RoleArn field's value.

func (*CreateGameServerGroupInput) SetTags

func (s *CreateGameServerGroupInput) SetTags(v []*Tag) *CreateGameServerGroupInput

SetTags sets the Tags field's value.

func (*CreateGameServerGroupInput) SetVpcSubnets

func (s *CreateGameServerGroupInput) SetVpcSubnets(v []*string) *CreateGameServerGroupInput

SetVpcSubnets sets the VpcSubnets field's value.

func (CreateGameServerGroupInput) String

func (s CreateGameServerGroupInput) String() string

String returns the string representation

func (*CreateGameServerGroupInput) Validate

func (s *CreateGameServerGroupInput) Validate() error

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

type CreateGameServerGroupOutput

type CreateGameServerGroupOutput struct {

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

func (CreateGameServerGroupOutput) GoString

func (s CreateGameServerGroupOutput) GoString() string

GoString returns the string representation

func (*CreateGameServerGroupOutput) SetGameServerGroup

func (s *CreateGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *CreateGameServerGroupOutput

SetGameServerGroup sets the GameServerGroup field's value.

func (CreateGameServerGroupOutput) String

func (s CreateGameServerGroupOutput) String() string

String returns the string representation

type CreateGameSessionInput

type CreateGameSessionInput struct {

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

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

    // A unique identifier for a fleet to create a game session in. You can use
    // either the fleet ID or ARN value. Each request must reference either a fleet
    // ID or alias ID, but not both.
    FleetId *string `type:"string"`

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

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

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

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

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

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

Represents the input for a request action.

func (CreateGameSessionInput) GoString

func (s CreateGameSessionInput) GoString() string

GoString returns the string representation

func (*CreateGameSessionInput) SetAliasId

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

SetAliasId sets the AliasId field's value.

func (*CreateGameSessionInput) SetCreatorId

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

SetCreatorId sets the CreatorId field's value.

func (*CreateGameSessionInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*CreateGameSessionInput) SetGameProperties

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

SetGameProperties sets the GameProperties field's value.

func (*CreateGameSessionInput) SetGameSessionData

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

SetGameSessionData sets the GameSessionData field's value.

func (*CreateGameSessionInput) SetGameSessionId

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

SetGameSessionId sets the GameSessionId field's value.

func (*CreateGameSessionInput) SetIdempotencyToken

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

SetIdempotencyToken sets the IdempotencyToken field's value.

func (*CreateGameSessionInput) SetMaximumPlayerSessionCount

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

SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.

func (*CreateGameSessionInput) SetName

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

SetName sets the Name field's value.

func (CreateGameSessionInput) String

func (s CreateGameSessionInput) String() string

String returns the string representation

func (*CreateGameSessionInput) Validate

func (s *CreateGameSessionInput) Validate() error

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

type CreateGameSessionOutput

type CreateGameSessionOutput struct {

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

Represents the returned data in response to a request action.

func (CreateGameSessionOutput) GoString

func (s CreateGameSessionOutput) GoString() string

GoString returns the string representation

func (*CreateGameSessionOutput) SetGameSession

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

SetGameSession sets the GameSession field's value.

func (CreateGameSessionOutput) String

func (s CreateGameSessionOutput) String() string

String returns the string representation

type CreateGameSessionQueueInput

type CreateGameSessionQueueInput struct {

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

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

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

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

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

Represents the input for a request action.

func (CreateGameSessionQueueInput) GoString

func (s CreateGameSessionQueueInput) GoString() string

GoString returns the string representation

func (*CreateGameSessionQueueInput) SetDestinations

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

SetDestinations sets the Destinations field's value.

func (*CreateGameSessionQueueInput) SetName

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

SetName sets the Name field's value.

func (*CreateGameSessionQueueInput) SetPlayerLatencyPolicies

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

SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.

func (*CreateGameSessionQueueInput) SetTags

func (s *CreateGameSessionQueueInput) SetTags(v []*Tag) *CreateGameSessionQueueInput

SetTags sets the Tags field's value.

func (*CreateGameSessionQueueInput) SetTimeoutInSeconds

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

SetTimeoutInSeconds sets the TimeoutInSeconds field's value.

func (CreateGameSessionQueueInput) String

func (s CreateGameSessionQueueInput) String() string

String returns the string representation

func (*CreateGameSessionQueueInput) Validate

func (s *CreateGameSessionQueueInput) Validate() error

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

type CreateGameSessionQueueOutput

type CreateGameSessionQueueOutput struct {

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

Represents the returned data in response to a request action.

func (CreateGameSessionQueueOutput) GoString

func (s CreateGameSessionQueueOutput) GoString() string

GoString returns the string representation

func (*CreateGameSessionQueueOutput) SetGameSessionQueue

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

SetGameSessionQueue sets the GameSessionQueue field's value.

func (CreateGameSessionQueueOutput) String

func (s CreateGameSessionQueueOutput) String() string

String returns the string representation

type CreateMatchmakingConfigurationInput

type CreateMatchmakingConfigurationInput struct {

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

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

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

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

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

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

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

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

    // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
    // that is assigned to a GameLift game session queue resource and uniquely identifies
    // it. ARNs are unique across all Regions. These queues are used when placing
    // game sessions for matches that are created with this matchmaking configuration.
    // Queues can be located in any Region.
    //
    // GameSessionQueueArns is a required field
    GameSessionQueueArns []*string `type:"list" required:"true"`

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

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

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

    // A unique identifier for a matchmaking rule set to use with this configuration.
    // You can use either the rule set name or ARN value. A matchmaking configuration
    // can only use rule sets that are defined in the same Region.
    //
    // RuleSetName is a required field
    RuleSetName *string `min:"1" type:"string" required:"true"`

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

Represents the input for a request action.

func (CreateMatchmakingConfigurationInput) GoString

func (s CreateMatchmakingConfigurationInput) GoString() string

GoString returns the string representation

func (*CreateMatchmakingConfigurationInput) SetAcceptanceRequired

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

SetAcceptanceRequired sets the AcceptanceRequired field's value.

func (*CreateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds

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

SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value.

func (*CreateMatchmakingConfigurationInput) SetAdditionalPlayerCount

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

SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value.

func (*CreateMatchmakingConfigurationInput) SetBackfillMode

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

SetBackfillMode sets the BackfillMode field's value.

func (*CreateMatchmakingConfigurationInput) SetCustomEventData

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

SetCustomEventData sets the CustomEventData field's value.

func (*CreateMatchmakingConfigurationInput) SetDescription

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

SetDescription sets the Description field's value.

func (*CreateMatchmakingConfigurationInput) SetGameProperties

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

SetGameProperties sets the GameProperties field's value.

func (*CreateMatchmakingConfigurationInput) SetGameSessionData

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

SetGameSessionData sets the GameSessionData field's value.

func (*CreateMatchmakingConfigurationInput) SetGameSessionQueueArns

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

SetGameSessionQueueArns sets the GameSessionQueueArns field's value.

func (*CreateMatchmakingConfigurationInput) SetName

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

SetName sets the Name field's value.

func (*CreateMatchmakingConfigurationInput) SetNotificationTarget

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

SetNotificationTarget sets the NotificationTarget field's value.

func (*CreateMatchmakingConfigurationInput) SetRequestTimeoutSeconds

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

SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value.

func (*CreateMatchmakingConfigurationInput) SetRuleSetName

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

SetRuleSetName sets the RuleSetName field's value.

func (*CreateMatchmakingConfigurationInput) SetTags

func (s *CreateMatchmakingConfigurationInput) SetTags(v []*Tag) *CreateMatchmakingConfigurationInput

SetTags sets the Tags field's value.

func (CreateMatchmakingConfigurationInput) String

func (s CreateMatchmakingConfigurationInput) String() string

String returns the string representation

func (*CreateMatchmakingConfigurationInput) Validate

func (s *CreateMatchmakingConfigurationInput) Validate() error

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

type CreateMatchmakingConfigurationOutput

type CreateMatchmakingConfigurationOutput struct {

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

Represents the returned data in response to a request action.

func (CreateMatchmakingConfigurationOutput) GoString

func (s CreateMatchmakingConfigurationOutput) GoString() string

GoString returns the string representation

func (*CreateMatchmakingConfigurationOutput) SetConfiguration

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

SetConfiguration sets the Configuration field's value.

func (CreateMatchmakingConfigurationOutput) String

func (s CreateMatchmakingConfigurationOutput) String() string

String returns the string representation

type CreateMatchmakingRuleSetInput

type CreateMatchmakingRuleSetInput struct {

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

    // A collection of matchmaking rules, formatted as a JSON string. Comments are
    // not allowed in JSON, but most elements support a description field.
    //
    // RuleSetBody is a required field
    RuleSetBody *string `min:"1" type:"string" required:"true"`

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

Represents the input for a request action.

func (CreateMatchmakingRuleSetInput) GoString

func (s CreateMatchmakingRuleSetInput) GoString() string

GoString returns the string representation

func (*CreateMatchmakingRuleSetInput) SetName

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

SetName sets the Name field's value.

func (*CreateMatchmakingRuleSetInput) SetRuleSetBody

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

SetRuleSetBody sets the RuleSetBody field's value.

func (*CreateMatchmakingRuleSetInput) SetTags

func (s *CreateMatchmakingRuleSetInput) SetTags(v []*Tag) *CreateMatchmakingRuleSetInput

SetTags sets the Tags field's value.

func (CreateMatchmakingRuleSetInput) String

func (s CreateMatchmakingRuleSetInput) String() string

String returns the string representation

func (*CreateMatchmakingRuleSetInput) Validate

func (s *CreateMatchmakingRuleSetInput) Validate() error

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

type CreateMatchmakingRuleSetOutput

type CreateMatchmakingRuleSetOutput struct {

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

Represents the returned data in response to a request action.

func (CreateMatchmakingRuleSetOutput) GoString

func (s CreateMatchmakingRuleSetOutput) GoString() string

GoString returns the string representation

func (*CreateMatchmakingRuleSetOutput) SetRuleSet

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

SetRuleSet sets the RuleSet field's value.

func (CreateMatchmakingRuleSetOutput) String

func (s CreateMatchmakingRuleSetOutput) String() string

String returns the string representation

type CreatePlayerSessionInput

type CreatePlayerSessionInput struct {

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

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

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

Represents the input for a request action.

func (CreatePlayerSessionInput) GoString

func (s CreatePlayerSessionInput) GoString() string

GoString returns the string representation

func (*CreatePlayerSessionInput) SetGameSessionId

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

SetGameSessionId sets the GameSessionId field's value.

func (*CreatePlayerSessionInput) SetPlayerData

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

SetPlayerData sets the PlayerData field's value.

func (*CreatePlayerSessionInput) SetPlayerId

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

SetPlayerId sets the PlayerId field's value.

func (CreatePlayerSessionInput) String

func (s CreatePlayerSessionInput) String() string

String returns the string representation

func (*CreatePlayerSessionInput) Validate

func (s *CreatePlayerSessionInput) Validate() error

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

type CreatePlayerSessionOutput

type CreatePlayerSessionOutput struct {

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

Represents the returned data in response to a request action.

func (CreatePlayerSessionOutput) GoString

func (s CreatePlayerSessionOutput) GoString() string

GoString returns the string representation

func (*CreatePlayerSessionOutput) SetPlayerSession

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

SetPlayerSession sets the PlayerSession field's value.

func (CreatePlayerSessionOutput) String

func (s CreatePlayerSessionOutput) String() string

String returns the string representation

type CreatePlayerSessionsInput

type CreatePlayerSessionsInput struct {

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

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

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

Represents the input for a request action.

func (CreatePlayerSessionsInput) GoString

func (s CreatePlayerSessionsInput) GoString() string

GoString returns the string representation

func (*CreatePlayerSessionsInput) SetGameSessionId

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

SetGameSessionId sets the GameSessionId field's value.

func (*CreatePlayerSessionsInput) SetPlayerDataMap

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

SetPlayerDataMap sets the PlayerDataMap field's value.

func (*CreatePlayerSessionsInput) SetPlayerIds

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

SetPlayerIds sets the PlayerIds field's value.

func (CreatePlayerSessionsInput) String

func (s CreatePlayerSessionsInput) String() string

String returns the string representation

func (*CreatePlayerSessionsInput) Validate

func (s *CreatePlayerSessionsInput) Validate() error

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

type CreatePlayerSessionsOutput

type CreatePlayerSessionsOutput struct {

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

Represents the returned data in response to a request action.

func (CreatePlayerSessionsOutput) GoString

func (s CreatePlayerSessionsOutput) GoString() string

GoString returns the string representation

func (*CreatePlayerSessionsOutput) SetPlayerSessions

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

SetPlayerSessions sets the PlayerSessions field's value.

func (CreatePlayerSessionsOutput) String

func (s CreatePlayerSessionsOutput) String() string

String returns the string representation

type CreateScriptInput

type CreateScriptInput struct {

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

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

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

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

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

func (CreateScriptInput) GoString

func (s CreateScriptInput) GoString() string

GoString returns the string representation

func (*CreateScriptInput) SetName

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

SetName sets the Name field's value.

func (*CreateScriptInput) SetStorageLocation

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

SetStorageLocation sets the StorageLocation field's value.

func (*CreateScriptInput) SetTags

func (s *CreateScriptInput) SetTags(v []*Tag) *CreateScriptInput

SetTags sets the Tags field's value.

func (*CreateScriptInput) SetVersion

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

SetVersion sets the Version field's value.

func (*CreateScriptInput) SetZipFile

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

SetZipFile sets the ZipFile field's value.

func (CreateScriptInput) String

func (s CreateScriptInput) String() string

String returns the string representation

func (*CreateScriptInput) Validate

func (s *CreateScriptInput) Validate() error

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

type CreateScriptOutput

type CreateScriptOutput struct {

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

func (CreateScriptOutput) GoString

func (s CreateScriptOutput) GoString() string

GoString returns the string representation

func (*CreateScriptOutput) SetScript

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

SetScript sets the Script field's value.

func (CreateScriptOutput) String

func (s CreateScriptOutput) String() string

String returns the string representation

type CreateVpcPeeringAuthorizationInput

type CreateVpcPeeringAuthorizationInput struct {

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

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

Represents the input for a request action.

func (CreateVpcPeeringAuthorizationInput) GoString

func (s CreateVpcPeeringAuthorizationInput) GoString() string

GoString returns the string representation

func (*CreateVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId

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

SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value.

func (*CreateVpcPeeringAuthorizationInput) SetPeerVpcId

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

SetPeerVpcId sets the PeerVpcId field's value.

func (CreateVpcPeeringAuthorizationInput) String

func (s CreateVpcPeeringAuthorizationInput) String() string

String returns the string representation

func (*CreateVpcPeeringAuthorizationInput) Validate

func (s *CreateVpcPeeringAuthorizationInput) Validate() error

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

type CreateVpcPeeringAuthorizationOutput

type CreateVpcPeeringAuthorizationOutput struct {

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

Represents the returned data in response to a request action.

func (CreateVpcPeeringAuthorizationOutput) GoString

func (s CreateVpcPeeringAuthorizationOutput) GoString() string

GoString returns the string representation

func (*CreateVpcPeeringAuthorizationOutput) SetVpcPeeringAuthorization

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

SetVpcPeeringAuthorization sets the VpcPeeringAuthorization field's value.

func (CreateVpcPeeringAuthorizationOutput) String

func (s CreateVpcPeeringAuthorizationOutput) String() string

String returns the string representation

type CreateVpcPeeringConnectionInput

type CreateVpcPeeringConnectionInput struct {

    // A unique identifier for a fleet. You can use either the fleet ID or ARN value.
    // This tells Amazon GameLift which GameLift VPC to peer with.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

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

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

Represents the input for a request action.

func (CreateVpcPeeringConnectionInput) GoString

func (s CreateVpcPeeringConnectionInput) GoString() string

GoString returns the string representation

func (*CreateVpcPeeringConnectionInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*CreateVpcPeeringConnectionInput) SetPeerVpcAwsAccountId

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

SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value.

func (*CreateVpcPeeringConnectionInput) SetPeerVpcId

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

SetPeerVpcId sets the PeerVpcId field's value.

func (CreateVpcPeeringConnectionInput) String

func (s CreateVpcPeeringConnectionInput) String() string

String returns the string representation

func (*CreateVpcPeeringConnectionInput) Validate

func (s *CreateVpcPeeringConnectionInput) Validate() error

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

type CreateVpcPeeringConnectionOutput

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

func (CreateVpcPeeringConnectionOutput) GoString

func (s CreateVpcPeeringConnectionOutput) GoString() string

GoString returns the string representation

func (CreateVpcPeeringConnectionOutput) String

func (s CreateVpcPeeringConnectionOutput) String() string

String returns the string representation

type DeleteAliasInput

type DeleteAliasInput struct {

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

Represents the input for a request action.

func (DeleteAliasInput) GoString

func (s DeleteAliasInput) GoString() string

GoString returns the string representation

func (*DeleteAliasInput) SetAliasId

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

SetAliasId sets the AliasId field's value.

func (DeleteAliasInput) String

func (s DeleteAliasInput) String() string

String returns the string representation

func (*DeleteAliasInput) Validate

func (s *DeleteAliasInput) Validate() error

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

type DeleteAliasOutput

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

func (DeleteAliasOutput) GoString

func (s DeleteAliasOutput) GoString() string

GoString returns the string representation

func (DeleteAliasOutput) String

func (s DeleteAliasOutput) String() string

String returns the string representation

type DeleteBuildInput

type DeleteBuildInput struct {

    // A unique identifier for a build to delete. You can use either the build ID
    // or ARN value.
    //
    // BuildId is a required field
    BuildId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action.

func (DeleteBuildInput) GoString

func (s DeleteBuildInput) GoString() string

GoString returns the string representation

func (*DeleteBuildInput) SetBuildId

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

SetBuildId sets the BuildId field's value.

func (DeleteBuildInput) String

func (s DeleteBuildInput) String() string

String returns the string representation

func (*DeleteBuildInput) Validate

func (s *DeleteBuildInput) Validate() error

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

type DeleteBuildOutput

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

func (DeleteBuildOutput) GoString

func (s DeleteBuildOutput) GoString() string

GoString returns the string representation

func (DeleteBuildOutput) String

func (s DeleteBuildOutput) String() string

String returns the string representation

type DeleteFleetInput

type DeleteFleetInput struct {

    // A unique identifier for a fleet to be deleted. You can use either the fleet
    // ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action.

func (DeleteFleetInput) GoString

func (s DeleteFleetInput) GoString() string

GoString returns the string representation

func (*DeleteFleetInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (DeleteFleetInput) String

func (s DeleteFleetInput) String() string

String returns the string representation

func (*DeleteFleetInput) Validate

func (s *DeleteFleetInput) Validate() error

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

type DeleteFleetOutput

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

func (DeleteFleetOutput) GoString

func (s DeleteFleetOutput) GoString() string

GoString returns the string representation

func (DeleteFleetOutput) String

func (s DeleteFleetOutput) String() string

String returns the string representation

type DeleteGameServerGroupInput

type DeleteGameServerGroupInput struct {

    // The type of delete to perform. Options include:
    //
    //    * SAFE_DELETE – Terminates the game server group and EC2 Auto Scaling
    //    group only when it has no game servers that are in IN_USE status.
    //
    //    * FORCE_DELETE – Terminates the game server group, including all active
    //    game servers regardless of their utilization status, and the EC2 Auto
    //    Scaling group.
    //
    //    * RETAIN – Does a safe delete of the game server group but retains the
    //    EC2 Auto Scaling group as is.
    DeleteOption *string `type:"string" enum:"GameServerGroupDeleteOption"`

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

func (DeleteGameServerGroupInput) GoString

func (s DeleteGameServerGroupInput) GoString() string

GoString returns the string representation

func (*DeleteGameServerGroupInput) SetDeleteOption

func (s *DeleteGameServerGroupInput) SetDeleteOption(v string) *DeleteGameServerGroupInput

SetDeleteOption sets the DeleteOption field's value.

func (*DeleteGameServerGroupInput) SetGameServerGroupName

func (s *DeleteGameServerGroupInput) SetGameServerGroupName(v string) *DeleteGameServerGroupInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (DeleteGameServerGroupInput) String

func (s DeleteGameServerGroupInput) String() string

String returns the string representation

func (*DeleteGameServerGroupInput) Validate

func (s *DeleteGameServerGroupInput) Validate() error

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

type DeleteGameServerGroupOutput

type DeleteGameServerGroupOutput struct {

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

func (DeleteGameServerGroupOutput) GoString

func (s DeleteGameServerGroupOutput) GoString() string

GoString returns the string representation

func (*DeleteGameServerGroupOutput) SetGameServerGroup

func (s *DeleteGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *DeleteGameServerGroupOutput

SetGameServerGroup sets the GameServerGroup field's value.

func (DeleteGameServerGroupOutput) String

func (s DeleteGameServerGroupOutput) String() string

String returns the string representation

type DeleteGameSessionQueueInput

type DeleteGameSessionQueueInput struct {

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

Represents the input for a request action.

func (DeleteGameSessionQueueInput) GoString

func (s DeleteGameSessionQueueInput) GoString() string

GoString returns the string representation

func (*DeleteGameSessionQueueInput) SetName

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

SetName sets the Name field's value.

func (DeleteGameSessionQueueInput) String

func (s DeleteGameSessionQueueInput) String() string

String returns the string representation

func (*DeleteGameSessionQueueInput) Validate

func (s *DeleteGameSessionQueueInput) Validate() error

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

type DeleteGameSessionQueueOutput

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

func (DeleteGameSessionQueueOutput) GoString

func (s DeleteGameSessionQueueOutput) GoString() string

GoString returns the string representation

func (DeleteGameSessionQueueOutput) String

func (s DeleteGameSessionQueueOutput) String() string

String returns the string representation

type DeleteMatchmakingConfigurationInput

type DeleteMatchmakingConfigurationInput struct {

    // A unique identifier for a matchmaking configuration. You can use either the
    // configuration name or ARN value.
    //
    // Name is a required field
    Name *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action.

func (DeleteMatchmakingConfigurationInput) GoString

func (s DeleteMatchmakingConfigurationInput) GoString() string

GoString returns the string representation

func (*DeleteMatchmakingConfigurationInput) SetName

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

SetName sets the Name field's value.

func (DeleteMatchmakingConfigurationInput) String

func (s DeleteMatchmakingConfigurationInput) String() string

String returns the string representation

func (*DeleteMatchmakingConfigurationInput) Validate

func (s *DeleteMatchmakingConfigurationInput) Validate() error

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

type DeleteMatchmakingConfigurationOutput

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

func (DeleteMatchmakingConfigurationOutput) GoString

func (s DeleteMatchmakingConfigurationOutput) GoString() string

GoString returns the string representation

func (DeleteMatchmakingConfigurationOutput) String

func (s DeleteMatchmakingConfigurationOutput) String() string

String returns the string representation

type DeleteMatchmakingRuleSetInput

type DeleteMatchmakingRuleSetInput struct {

    // A unique identifier for a matchmaking rule set to be deleted. (Note: The
    // rule set name is different from the optional "name" field in the rule set
    // body.) You can use either the rule set name or ARN value.
    //
    // Name is a required field
    Name *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action.

func (DeleteMatchmakingRuleSetInput) GoString

func (s DeleteMatchmakingRuleSetInput) GoString() string

GoString returns the string representation

func (*DeleteMatchmakingRuleSetInput) SetName

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

SetName sets the Name field's value.

func (DeleteMatchmakingRuleSetInput) String

func (s DeleteMatchmakingRuleSetInput) String() string

String returns the string representation

func (*DeleteMatchmakingRuleSetInput) Validate

func (s *DeleteMatchmakingRuleSetInput) Validate() error

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

type DeleteMatchmakingRuleSetOutput

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

Represents the returned data in response to a request action.

func (DeleteMatchmakingRuleSetOutput) GoString

func (s DeleteMatchmakingRuleSetOutput) GoString() string

GoString returns the string representation

func (DeleteMatchmakingRuleSetOutput) String

func (s DeleteMatchmakingRuleSetOutput) String() string

String returns the string representation

type DeleteScalingPolicyInput

type DeleteScalingPolicyInput struct {

    // A unique identifier for a fleet to be deleted. You can use either the fleet
    // ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

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

Represents the input for a request action.

func (DeleteScalingPolicyInput) GoString

func (s DeleteScalingPolicyInput) GoString() string

GoString returns the string representation

func (*DeleteScalingPolicyInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*DeleteScalingPolicyInput) SetName

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

SetName sets the Name field's value.

func (DeleteScalingPolicyInput) String

func (s DeleteScalingPolicyInput) String() string

String returns the string representation

func (*DeleteScalingPolicyInput) Validate

func (s *DeleteScalingPolicyInput) Validate() error

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

type DeleteScalingPolicyOutput

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

func (DeleteScalingPolicyOutput) GoString

func (s DeleteScalingPolicyOutput) GoString() string

GoString returns the string representation

func (DeleteScalingPolicyOutput) String

func (s DeleteScalingPolicyOutput) String() string

String returns the string representation

type DeleteScriptInput

type DeleteScriptInput struct {

    // A unique identifier for a Realtime script to delete. You can use either the
    // script ID or ARN value.
    //
    // ScriptId is a required field
    ScriptId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

func (DeleteScriptInput) GoString

func (s DeleteScriptInput) GoString() string

GoString returns the string representation

func (*DeleteScriptInput) SetScriptId

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

SetScriptId sets the ScriptId field's value.

func (DeleteScriptInput) String

func (s DeleteScriptInput) String() string

String returns the string representation

func (*DeleteScriptInput) Validate

func (s *DeleteScriptInput) Validate() error

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

type DeleteScriptOutput

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

func (DeleteScriptOutput) GoString

func (s DeleteScriptOutput) GoString() string

GoString returns the string representation

func (DeleteScriptOutput) String

func (s DeleteScriptOutput) String() string

String returns the string representation

type DeleteVpcPeeringAuthorizationInput

type DeleteVpcPeeringAuthorizationInput struct {

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

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

Represents the input for a request action.

func (DeleteVpcPeeringAuthorizationInput) GoString

func (s DeleteVpcPeeringAuthorizationInput) GoString() string

GoString returns the string representation

func (*DeleteVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId

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

SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value.

func (*DeleteVpcPeeringAuthorizationInput) SetPeerVpcId

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

SetPeerVpcId sets the PeerVpcId field's value.

func (DeleteVpcPeeringAuthorizationInput) String

func (s DeleteVpcPeeringAuthorizationInput) String() string

String returns the string representation

func (*DeleteVpcPeeringAuthorizationInput) Validate

func (s *DeleteVpcPeeringAuthorizationInput) Validate() error

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

type DeleteVpcPeeringAuthorizationOutput

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

func (DeleteVpcPeeringAuthorizationOutput) GoString

func (s DeleteVpcPeeringAuthorizationOutput) GoString() string

GoString returns the string representation

func (DeleteVpcPeeringAuthorizationOutput) String

func (s DeleteVpcPeeringAuthorizationOutput) String() string

String returns the string representation

type DeleteVpcPeeringConnectionInput

type DeleteVpcPeeringConnectionInput struct {

    // A unique identifier for a fleet. This fleet specified must match the fleet
    // referenced in the VPC peering connection record. You can use either the fleet
    // ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

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

Represents the input for a request action.

func (DeleteVpcPeeringConnectionInput) GoString

func (s DeleteVpcPeeringConnectionInput) GoString() string

GoString returns the string representation

func (*DeleteVpcPeeringConnectionInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*DeleteVpcPeeringConnectionInput) SetVpcPeeringConnectionId

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

SetVpcPeeringConnectionId sets the VpcPeeringConnectionId field's value.

func (DeleteVpcPeeringConnectionInput) String

func (s DeleteVpcPeeringConnectionInput) String() string

String returns the string representation

func (*DeleteVpcPeeringConnectionInput) Validate

func (s *DeleteVpcPeeringConnectionInput) Validate() error

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

type DeleteVpcPeeringConnectionOutput

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

func (DeleteVpcPeeringConnectionOutput) GoString

func (s DeleteVpcPeeringConnectionOutput) GoString() string

GoString returns the string representation

func (DeleteVpcPeeringConnectionOutput) String

func (s DeleteVpcPeeringConnectionOutput) String() string

String returns the string representation

type DeregisterGameServerInput

type DeregisterGameServerInput struct {

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

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

func (DeregisterGameServerInput) GoString

func (s DeregisterGameServerInput) GoString() string

GoString returns the string representation

func (*DeregisterGameServerInput) SetGameServerGroupName

func (s *DeregisterGameServerInput) SetGameServerGroupName(v string) *DeregisterGameServerInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*DeregisterGameServerInput) SetGameServerId

func (s *DeregisterGameServerInput) SetGameServerId(v string) *DeregisterGameServerInput

SetGameServerId sets the GameServerId field's value.

func (DeregisterGameServerInput) String

func (s DeregisterGameServerInput) String() string

String returns the string representation

func (*DeregisterGameServerInput) Validate

func (s *DeregisterGameServerInput) Validate() error

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

type DeregisterGameServerOutput

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

func (DeregisterGameServerOutput) GoString

func (s DeregisterGameServerOutput) GoString() string

GoString returns the string representation

func (DeregisterGameServerOutput) String

func (s DeregisterGameServerOutput) String() string

String returns the string representation

type DescribeAliasInput

type DescribeAliasInput struct {

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

Represents the input for a request action.

func (DescribeAliasInput) GoString

func (s DescribeAliasInput) GoString() string

GoString returns the string representation

func (*DescribeAliasInput) SetAliasId

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

SetAliasId sets the AliasId field's value.

func (DescribeAliasInput) String

func (s DescribeAliasInput) String() string

String returns the string representation

func (*DescribeAliasInput) Validate

func (s *DescribeAliasInput) Validate() error

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

type DescribeAliasOutput

type DescribeAliasOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeAliasOutput) GoString

func (s DescribeAliasOutput) GoString() string

GoString returns the string representation

func (*DescribeAliasOutput) SetAlias

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

SetAlias sets the Alias field's value.

func (DescribeAliasOutput) String

func (s DescribeAliasOutput) String() string

String returns the string representation

type DescribeBuildInput

type DescribeBuildInput struct {

    // A unique identifier for a build to retrieve properties for. You can use either
    // the build ID or ARN value.
    //
    // BuildId is a required field
    BuildId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeBuildInput) GoString

func (s DescribeBuildInput) GoString() string

GoString returns the string representation

func (*DescribeBuildInput) SetBuildId

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

SetBuildId sets the BuildId field's value.

func (DescribeBuildInput) String

func (s DescribeBuildInput) String() string

String returns the string representation

func (*DescribeBuildInput) Validate

func (s *DescribeBuildInput) Validate() error

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

type DescribeBuildOutput

type DescribeBuildOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeBuildOutput) GoString

func (s DescribeBuildOutput) GoString() string

GoString returns the string representation

func (*DescribeBuildOutput) SetBuild

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

SetBuild sets the Build field's value.

func (DescribeBuildOutput) String

func (s DescribeBuildOutput) String() string

String returns the string representation

type DescribeEC2InstanceLimitsInput

type DescribeEC2InstanceLimitsInput struct {

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

Represents the input for a request action.

func (DescribeEC2InstanceLimitsInput) GoString

func (s DescribeEC2InstanceLimitsInput) GoString() string

GoString returns the string representation

func (*DescribeEC2InstanceLimitsInput) SetEC2InstanceType

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

SetEC2InstanceType sets the EC2InstanceType field's value.

func (DescribeEC2InstanceLimitsInput) String

func (s DescribeEC2InstanceLimitsInput) String() string

String returns the string representation

type DescribeEC2InstanceLimitsOutput

type DescribeEC2InstanceLimitsOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeEC2InstanceLimitsOutput) GoString

func (s DescribeEC2InstanceLimitsOutput) GoString() string

GoString returns the string representation

func (*DescribeEC2InstanceLimitsOutput) SetEC2InstanceLimits

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

SetEC2InstanceLimits sets the EC2InstanceLimits field's value.

func (DescribeEC2InstanceLimitsOutput) String

func (s DescribeEC2InstanceLimitsOutput) String() string

String returns the string representation

type DescribeFleetAttributesInput

type DescribeFleetAttributesInput struct {

    // A list of unique fleet identifiers to retrieve attributes for. You can use
    // either the fleet ID or ARN value. To retrieve attributes for all current
    // fleets, do not include this parameter. If the list of fleet identifiers includes
    // fleets that don't currently exist, the request succeeds but no attributes
    // for that fleet are returned.
    FleetIds []*string `min:"1" type:"list"`

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

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

Represents the input for a request action.

func (DescribeFleetAttributesInput) GoString

func (s DescribeFleetAttributesInput) GoString() string

GoString returns the string representation

func (*DescribeFleetAttributesInput) SetFleetIds

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

SetFleetIds sets the FleetIds field's value.

func (*DescribeFleetAttributesInput) SetLimit

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

SetLimit sets the Limit field's value.

func (*DescribeFleetAttributesInput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (DescribeFleetAttributesInput) String

func (s DescribeFleetAttributesInput) String() string

String returns the string representation

func (*DescribeFleetAttributesInput) Validate

func (s *DescribeFleetAttributesInput) Validate() error

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

type DescribeFleetAttributesOutput

type DescribeFleetAttributesOutput struct {

    // A collection of objects containing attribute metadata for each requested
    // fleet ID. Attribute objects are returned only for fleets that currently exist.
    FleetAttributes []*FleetAttributes `type:"list"`

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

Represents the returned data in response to a request action.

func (DescribeFleetAttributesOutput) GoString

func (s DescribeFleetAttributesOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetAttributesOutput) SetFleetAttributes

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

SetFleetAttributes sets the FleetAttributes field's value.

func (*DescribeFleetAttributesOutput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (DescribeFleetAttributesOutput) String

func (s DescribeFleetAttributesOutput) String() string

String returns the string representation

type DescribeFleetCapacityInput

type DescribeFleetCapacityInput struct {

    // A unique identifier for a fleet(s) to retrieve capacity information for.
    // You can use either the fleet ID or ARN value.
    FleetIds []*string `min:"1" type:"list"`

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

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

Represents the input for a request action.

func (DescribeFleetCapacityInput) GoString

func (s DescribeFleetCapacityInput) GoString() string

GoString returns the string representation

func (*DescribeFleetCapacityInput) SetFleetIds

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

SetFleetIds sets the FleetIds field's value.

func (*DescribeFleetCapacityInput) SetLimit

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

SetLimit sets the Limit field's value.

func (*DescribeFleetCapacityInput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (DescribeFleetCapacityInput) String

func (s DescribeFleetCapacityInput) String() string

String returns the string representation

func (*DescribeFleetCapacityInput) Validate

func (s *DescribeFleetCapacityInput) Validate() error

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

type DescribeFleetCapacityOutput

type DescribeFleetCapacityOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeFleetCapacityOutput) GoString

func (s DescribeFleetCapacityOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetCapacityOutput) SetFleetCapacity

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

SetFleetCapacity sets the FleetCapacity field's value.

func (*DescribeFleetCapacityOutput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (DescribeFleetCapacityOutput) String

func (s DescribeFleetCapacityOutput) String() string

String returns the string representation

type DescribeFleetEventsInput

type DescribeFleetEventsInput struct {

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

    // A unique identifier for a fleet to get event logs for. You can use either
    // the fleet ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

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

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

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

Represents the input for a request action.

func (DescribeFleetEventsInput) GoString

func (s DescribeFleetEventsInput) GoString() string

GoString returns the string representation

func (*DescribeFleetEventsInput) SetEndTime

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

SetEndTime sets the EndTime field's value.

func (*DescribeFleetEventsInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*DescribeFleetEventsInput) SetLimit

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

SetLimit sets the Limit field's value.

func (*DescribeFleetEventsInput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (*DescribeFleetEventsInput) SetStartTime

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

SetStartTime sets the StartTime field's value.

func (DescribeFleetEventsInput) String

func (s DescribeFleetEventsInput) String() string

String returns the string representation

func (*DescribeFleetEventsInput) Validate

func (s *DescribeFleetEventsInput) Validate() error

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

type DescribeFleetEventsOutput

type DescribeFleetEventsOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeFleetEventsOutput) GoString

func (s DescribeFleetEventsOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetEventsOutput) SetEvents

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

SetEvents sets the Events field's value.

func (*DescribeFleetEventsOutput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (DescribeFleetEventsOutput) String

func (s DescribeFleetEventsOutput) String() string

String returns the string representation

type DescribeFleetPortSettingsInput

type DescribeFleetPortSettingsInput struct {

    // A unique identifier for a fleet to retrieve port settings for. You can use
    // either the fleet ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeFleetPortSettingsInput) GoString

func (s DescribeFleetPortSettingsInput) GoString() string

GoString returns the string representation

func (*DescribeFleetPortSettingsInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (DescribeFleetPortSettingsInput) String

func (s DescribeFleetPortSettingsInput) String() string

String returns the string representation

func (*DescribeFleetPortSettingsInput) Validate

func (s *DescribeFleetPortSettingsInput) Validate() error

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

type DescribeFleetPortSettingsOutput

type DescribeFleetPortSettingsOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeFleetPortSettingsOutput) GoString

func (s DescribeFleetPortSettingsOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetPortSettingsOutput) SetInboundPermissions

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

SetInboundPermissions sets the InboundPermissions field's value.

func (DescribeFleetPortSettingsOutput) String

func (s DescribeFleetPortSettingsOutput) String() string

String returns the string representation

type DescribeFleetUtilizationInput

type DescribeFleetUtilizationInput struct {

    // A unique identifier for a fleet(s) to retrieve utilization data for. You
    // can use either the fleet ID or ARN value. To retrieve attributes for all
    // current fleets, do not include this parameter. If the list of fleet identifiers
    // includes fleets that don't currently exist, the request succeeds but no attributes
    // for that fleet are returned.
    FleetIds []*string `min:"1" type:"list"`

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

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

Represents the input for a request action.

func (DescribeFleetUtilizationInput) GoString

func (s DescribeFleetUtilizationInput) GoString() string

GoString returns the string representation

func (*DescribeFleetUtilizationInput) SetFleetIds

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

SetFleetIds sets the FleetIds field's value.

func (*DescribeFleetUtilizationInput) SetLimit

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

SetLimit sets the Limit field's value.

func (*DescribeFleetUtilizationInput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (DescribeFleetUtilizationInput) String

func (s DescribeFleetUtilizationInput) String() string

String returns the string representation

func (*DescribeFleetUtilizationInput) Validate

func (s *DescribeFleetUtilizationInput) Validate() error

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

type DescribeFleetUtilizationOutput

type DescribeFleetUtilizationOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeFleetUtilizationOutput) GoString

func (s DescribeFleetUtilizationOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetUtilizationOutput) SetFleetUtilization

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

SetFleetUtilization sets the FleetUtilization field's value.

func (*DescribeFleetUtilizationOutput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (DescribeFleetUtilizationOutput) String

func (s DescribeFleetUtilizationOutput) String() string

String returns the string representation

type DescribeGameServerGroupInput

type DescribeGameServerGroupInput struct {

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

func (DescribeGameServerGroupInput) GoString

func (s DescribeGameServerGroupInput) GoString() string

GoString returns the string representation

func (*DescribeGameServerGroupInput) SetGameServerGroupName

func (s *DescribeGameServerGroupInput) SetGameServerGroupName(v string) *DescribeGameServerGroupInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (DescribeGameServerGroupInput) String

func (s DescribeGameServerGroupInput) String() string

String returns the string representation

func (*DescribeGameServerGroupInput) Validate

func (s *DescribeGameServerGroupInput) Validate() error

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

type DescribeGameServerGroupOutput

type DescribeGameServerGroupOutput struct {

    // An object that describes the requested game server group resource.
    GameServerGroup *GameServerGroup `type:"structure"`
    // contains filtered or unexported fields
}

func (DescribeGameServerGroupOutput) GoString

func (s DescribeGameServerGroupOutput) GoString() string

GoString returns the string representation

func (*DescribeGameServerGroupOutput) SetGameServerGroup

func (s *DescribeGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *DescribeGameServerGroupOutput

SetGameServerGroup sets the GameServerGroup field's value.

func (DescribeGameServerGroupOutput) String

func (s DescribeGameServerGroupOutput) String() string

String returns the string representation

type DescribeGameServerInput

type DescribeGameServerInput struct {

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

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

func (DescribeGameServerInput) GoString

func (s DescribeGameServerInput) GoString() string

GoString returns the string representation

func (*DescribeGameServerInput) SetGameServerGroupName

func (s *DescribeGameServerInput) SetGameServerGroupName(v string) *DescribeGameServerInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*DescribeGameServerInput) SetGameServerId

func (s *DescribeGameServerInput) SetGameServerId(v string) *DescribeGameServerInput

SetGameServerId sets the GameServerId field's value.

func (DescribeGameServerInput) String

func (s DescribeGameServerInput) String() string

String returns the string representation

func (*DescribeGameServerInput) Validate

func (s *DescribeGameServerInput) Validate() error

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

type DescribeGameServerOutput

type DescribeGameServerOutput struct {

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

func (DescribeGameServerOutput) GoString

func (s DescribeGameServerOutput) GoString() string

GoString returns the string representation

func (*DescribeGameServerOutput) SetGameServer

func (s *DescribeGameServerOutput) SetGameServer(v *GameServer) *DescribeGameServerOutput

SetGameServer sets the GameServer field's value.

func (DescribeGameServerOutput) String

func (s DescribeGameServerOutput) String() string

String returns the string representation

type DescribeGameSessionDetailsInput

type DescribeGameSessionDetailsInput struct {

    // A unique identifier for an alias associated with the fleet to retrieve all
    // game sessions for. You can use either the alias ID or ARN value.
    AliasId *string `type:"string"`

    // A unique identifier for a fleet to retrieve all game sessions active on the
    // fleet. You can use either the fleet ID or ARN value.
    FleetId *string `type:"string"`

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

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

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

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

Represents the input for a request action.

func (DescribeGameSessionDetailsInput) GoString

func (s DescribeGameSessionDetailsInput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionDetailsInput) SetAliasId

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

SetAliasId sets the AliasId field's value.

func (*DescribeGameSessionDetailsInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*DescribeGameSessionDetailsInput) SetGameSessionId

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

SetGameSessionId sets the GameSessionId field's value.

func (*DescribeGameSessionDetailsInput) SetLimit

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

SetLimit sets the Limit field's value.

func (*DescribeGameSessionDetailsInput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (*DescribeGameSessionDetailsInput) SetStatusFilter

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

SetStatusFilter sets the StatusFilter field's value.

func (DescribeGameSessionDetailsInput) String

func (s DescribeGameSessionDetailsInput) String() string

String returns the string representation

func (*DescribeGameSessionDetailsInput) Validate

func (s *DescribeGameSessionDetailsInput) Validate() error

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

type DescribeGameSessionDetailsOutput

type DescribeGameSessionDetailsOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeGameSessionDetailsOutput) GoString

func (s DescribeGameSessionDetailsOutput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionDetailsOutput) SetGameSessionDetails

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

SetGameSessionDetails sets the GameSessionDetails field's value.

func (*DescribeGameSessionDetailsOutput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (DescribeGameSessionDetailsOutput) String

func (s DescribeGameSessionDetailsOutput) String() string

String returns the string representation

type DescribeGameSessionPlacementInput

type DescribeGameSessionPlacementInput struct {

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

Represents the input for a request action.

func (DescribeGameSessionPlacementInput) GoString

func (s DescribeGameSessionPlacementInput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionPlacementInput) SetPlacementId

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

SetPlacementId sets the PlacementId field's value.

func (DescribeGameSessionPlacementInput) String

func (s DescribeGameSessionPlacementInput) String() string

String returns the string representation

func (*DescribeGameSessionPlacementInput) Validate

func (s *DescribeGameSessionPlacementInput) Validate() error

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

type DescribeGameSessionPlacementOutput

type DescribeGameSessionPlacementOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeGameSessionPlacementOutput) GoString

func (s DescribeGameSessionPlacementOutput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionPlacementOutput) SetGameSessionPlacement

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

SetGameSessionPlacement sets the GameSessionPlacement field's value.

func (DescribeGameSessionPlacementOutput) String

func (s DescribeGameSessionPlacementOutput) String() string

String returns the string representation

type DescribeGameSessionQueuesInput

type DescribeGameSessionQueuesInput struct {

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

    // A list of queue names to retrieve information for. You can use either the
    // queue ID or ARN value. To request settings for all queues, leave this parameter
    // empty.
    Names []*string `type:"list"`

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

Represents the input for a request action.

func (DescribeGameSessionQueuesInput) GoString

func (s DescribeGameSessionQueuesInput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionQueuesInput) SetLimit

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

SetLimit sets the Limit field's value.

func (*DescribeGameSessionQueuesInput) SetNames

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

SetNames sets the Names field's value.

func (*DescribeGameSessionQueuesInput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (DescribeGameSessionQueuesInput) String

func (s DescribeGameSessionQueuesInput) String() string

String returns the string representation

func (*DescribeGameSessionQueuesInput) Validate

func (s *DescribeGameSessionQueuesInput) Validate() error

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

type DescribeGameSessionQueuesOutput

type DescribeGameSessionQueuesOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeGameSessionQueuesOutput) GoString

func (s DescribeGameSessionQueuesOutput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionQueuesOutput) SetGameSessionQueues

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

SetGameSessionQueues sets the GameSessionQueues field's value.

func (*DescribeGameSessionQueuesOutput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (DescribeGameSessionQueuesOutput) String

func (s DescribeGameSessionQueuesOutput) String() string

String returns the string representation

type DescribeGameSessionsInput

type DescribeGameSessionsInput struct {

    // A unique identifier for an alias associated with the fleet to retrieve all
    // game sessions for. You can use either the alias ID or ARN value.
    AliasId *string `type:"string"`

    // A unique identifier for a fleet to retrieve all game sessions for. You can
    // use either the fleet ID or ARN value.
    FleetId *string `type:"string"`

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

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

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

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

Represents the input for a request action.

func (DescribeGameSessionsInput) GoString

func (s DescribeGameSessionsInput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionsInput) SetAliasId

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

SetAliasId sets the AliasId field's value.

func (*DescribeGameSessionsInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*DescribeGameSessionsInput) SetGameSessionId

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

SetGameSessionId sets the GameSessionId field's value.

func (*DescribeGameSessionsInput) SetLimit

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

SetLimit sets the Limit field's value.

func (*DescribeGameSessionsInput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (*DescribeGameSessionsInput) SetStatusFilter

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

SetStatusFilter sets the StatusFilter field's value.

func (DescribeGameSessionsInput) String

func (s DescribeGameSessionsInput) String() string

String returns the string representation

func (*DescribeGameSessionsInput) Validate

func (s *DescribeGameSessionsInput) Validate() error

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

type DescribeGameSessionsOutput

type DescribeGameSessionsOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeGameSessionsOutput) GoString

func (s DescribeGameSessionsOutput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionsOutput) SetGameSessions

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

SetGameSessions sets the GameSessions field's value.

func (*DescribeGameSessionsOutput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (DescribeGameSessionsOutput) String

func (s DescribeGameSessionsOutput) String() string

String returns the string representation

type DescribeInstancesInput

type DescribeInstancesInput struct {

    // A unique identifier for a fleet to retrieve instance information for. You
    // can use either the fleet ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

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

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

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

Represents the input for a request action.

func (DescribeInstancesInput) GoString

func (s DescribeInstancesInput) GoString() string

GoString returns the string representation

func (*DescribeInstancesInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*DescribeInstancesInput) SetInstanceId

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

SetInstanceId sets the InstanceId field's value.

func (*DescribeInstancesInput) SetLimit

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

SetLimit sets the Limit field's value.

func (*DescribeInstancesInput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (DescribeInstancesInput) String

func (s DescribeInstancesInput) String() string

String returns the string representation

func (*DescribeInstancesInput) Validate

func (s *DescribeInstancesInput) Validate() error

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

type DescribeInstancesOutput

type DescribeInstancesOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeInstancesOutput) GoString

func (s DescribeInstancesOutput) GoString() string

GoString returns the string representation

func (*DescribeInstancesOutput) SetInstances

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

SetInstances sets the Instances field's value.

func (*DescribeInstancesOutput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (DescribeInstancesOutput) String

func (s DescribeInstancesOutput) String() string

String returns the string representation

type DescribeMatchmakingConfigurationsInput

type DescribeMatchmakingConfigurationsInput struct {

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

    // A unique identifier for a matchmaking configuration(s) to retrieve. You can
    // use either the configuration name or ARN value. To request all existing configurations,
    // leave this parameter empty.
    Names []*string `type:"list"`

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

    // A unique identifier for a matchmaking rule set. You can use either the rule
    // set name or ARN value. Use this parameter to retrieve all matchmaking configurations
    // that use this rule set.
    RuleSetName *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeMatchmakingConfigurationsInput) GoString

func (s DescribeMatchmakingConfigurationsInput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingConfigurationsInput) SetLimit

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

SetLimit sets the Limit field's value.

func (*DescribeMatchmakingConfigurationsInput) SetNames

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

SetNames sets the Names field's value.

func (*DescribeMatchmakingConfigurationsInput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (*DescribeMatchmakingConfigurationsInput) SetRuleSetName

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

SetRuleSetName sets the RuleSetName field's value.

func (DescribeMatchmakingConfigurationsInput) String

func (s DescribeMatchmakingConfigurationsInput) String() string

String returns the string representation

func (*DescribeMatchmakingConfigurationsInput) Validate

func (s *DescribeMatchmakingConfigurationsInput) Validate() error

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

type DescribeMatchmakingConfigurationsOutput

type DescribeMatchmakingConfigurationsOutput struct {

    // A collection of requested matchmaking configurations.
    Configurations []*MatchmakingConfiguration `type:"list"`

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

Represents the returned data in response to a request action.

func (DescribeMatchmakingConfigurationsOutput) GoString

func (s DescribeMatchmakingConfigurationsOutput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingConfigurationsOutput) SetConfigurations

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

SetConfigurations sets the Configurations field's value.

func (*DescribeMatchmakingConfigurationsOutput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (DescribeMatchmakingConfigurationsOutput) String

func (s DescribeMatchmakingConfigurationsOutput) String() string

String returns the string representation

type DescribeMatchmakingInput

type DescribeMatchmakingInput struct {

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

Represents the input for a request action.

func (DescribeMatchmakingInput) GoString

func (s DescribeMatchmakingInput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingInput) SetTicketIds

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

SetTicketIds sets the TicketIds field's value.

func (DescribeMatchmakingInput) String

func (s DescribeMatchmakingInput) String() string

String returns the string representation

func (*DescribeMatchmakingInput) Validate

func (s *DescribeMatchmakingInput) Validate() error

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

type DescribeMatchmakingOutput

type DescribeMatchmakingOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeMatchmakingOutput) GoString

func (s DescribeMatchmakingOutput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingOutput) SetTicketList

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

SetTicketList sets the TicketList field's value.

func (DescribeMatchmakingOutput) String

func (s DescribeMatchmakingOutput) String() string

String returns the string representation

type DescribeMatchmakingRuleSetsInput

type DescribeMatchmakingRuleSetsInput struct {

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

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

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

Represents the input for a request action.

func (DescribeMatchmakingRuleSetsInput) GoString

func (s DescribeMatchmakingRuleSetsInput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingRuleSetsInput) SetLimit

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

SetLimit sets the Limit field's value.

func (*DescribeMatchmakingRuleSetsInput) SetNames

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

SetNames sets the Names field's value.

func (*DescribeMatchmakingRuleSetsInput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (DescribeMatchmakingRuleSetsInput) String

func (s DescribeMatchmakingRuleSetsInput) String() string

String returns the string representation

func (*DescribeMatchmakingRuleSetsInput) Validate

func (s *DescribeMatchmakingRuleSetsInput) Validate() error

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

type DescribeMatchmakingRuleSetsOutput

type DescribeMatchmakingRuleSetsOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeMatchmakingRuleSetsOutput) GoString

func (s DescribeMatchmakingRuleSetsOutput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingRuleSetsOutput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (*DescribeMatchmakingRuleSetsOutput) SetRuleSets

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

SetRuleSets sets the RuleSets field's value.

func (DescribeMatchmakingRuleSetsOutput) String

func (s DescribeMatchmakingRuleSetsOutput) String() string

String returns the string representation

type DescribePlayerSessionsInput

type DescribePlayerSessionsInput struct {

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

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

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

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

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

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

Represents the input for a request action.

func (DescribePlayerSessionsInput) GoString

func (s DescribePlayerSessionsInput) GoString() string

GoString returns the string representation

func (*DescribePlayerSessionsInput) SetGameSessionId

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

SetGameSessionId sets the GameSessionId field's value.

func (*DescribePlayerSessionsInput) SetLimit

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

SetLimit sets the Limit field's value.

func (*DescribePlayerSessionsInput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (*DescribePlayerSessionsInput) SetPlayerId

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

SetPlayerId sets the PlayerId field's value.

func (*DescribePlayerSessionsInput) SetPlayerSessionId

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

SetPlayerSessionId sets the PlayerSessionId field's value.

func (*DescribePlayerSessionsInput) SetPlayerSessionStatusFilter

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

SetPlayerSessionStatusFilter sets the PlayerSessionStatusFilter field's value.

func (DescribePlayerSessionsInput) String

func (s DescribePlayerSessionsInput) String() string

String returns the string representation

func (*DescribePlayerSessionsInput) Validate

func (s *DescribePlayerSessionsInput) Validate() error

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

type DescribePlayerSessionsOutput

type DescribePlayerSessionsOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribePlayerSessionsOutput) GoString

func (s DescribePlayerSessionsOutput) GoString() string

GoString returns the string representation

func (*DescribePlayerSessionsOutput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (*DescribePlayerSessionsOutput) SetPlayerSessions

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

SetPlayerSessions sets the PlayerSessions field's value.

func (DescribePlayerSessionsOutput) String

func (s DescribePlayerSessionsOutput) String() string

String returns the string representation

type DescribeRuntimeConfigurationInput

type DescribeRuntimeConfigurationInput struct {

    // A unique identifier for a fleet to get the runtime configuration for. You
    // can use either the fleet ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeRuntimeConfigurationInput) GoString

func (s DescribeRuntimeConfigurationInput) GoString() string

GoString returns the string representation

func (*DescribeRuntimeConfigurationInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (DescribeRuntimeConfigurationInput) String

func (s DescribeRuntimeConfigurationInput) String() string

String returns the string representation

func (*DescribeRuntimeConfigurationInput) Validate

func (s *DescribeRuntimeConfigurationInput) Validate() error

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

type DescribeRuntimeConfigurationOutput

type DescribeRuntimeConfigurationOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeRuntimeConfigurationOutput) GoString

func (s DescribeRuntimeConfigurationOutput) GoString() string

GoString returns the string representation

func (*DescribeRuntimeConfigurationOutput) SetRuntimeConfiguration

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

SetRuntimeConfiguration sets the RuntimeConfiguration field's value.

func (DescribeRuntimeConfigurationOutput) String

func (s DescribeRuntimeConfigurationOutput) String() string

String returns the string representation

type DescribeScalingPoliciesInput

type DescribeScalingPoliciesInput struct {

    // A unique identifier for a fleet to retrieve scaling policies for. You can
    // use either the fleet ID or ARN value.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

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

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

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

Represents the input for a request action.

func (DescribeScalingPoliciesInput) GoString

func (s DescribeScalingPoliciesInput) GoString() string

GoString returns the string representation

func (*DescribeScalingPoliciesInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*DescribeScalingPoliciesInput) SetLimit

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

SetLimit sets the Limit field's value.

func (*DescribeScalingPoliciesInput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (*DescribeScalingPoliciesInput) SetStatusFilter

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

SetStatusFilter sets the StatusFilter field's value.

func (DescribeScalingPoliciesInput) String

func (s DescribeScalingPoliciesInput) String() string

String returns the string representation

func (*DescribeScalingPoliciesInput) Validate

func (s *DescribeScalingPoliciesInput) Validate() error

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

type DescribeScalingPoliciesOutput

type DescribeScalingPoliciesOutput struct {

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

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

Represents the returned data in response to a request action.

func (DescribeScalingPoliciesOutput) GoString

func (s DescribeScalingPoliciesOutput) GoString() string

GoString returns the string representation

func (*DescribeScalingPoliciesOutput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (*DescribeScalingPoliciesOutput) SetScalingPolicies

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

SetScalingPolicies sets the ScalingPolicies field's value.

func (DescribeScalingPoliciesOutput) String

func (s DescribeScalingPoliciesOutput) String() string

String returns the string representation

type DescribeScriptInput

type DescribeScriptInput struct {

    // A unique identifier for a Realtime script to retrieve properties for. You
    // can use either the script ID or ARN value.
    //
    // ScriptId is a required field
    ScriptId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

func (DescribeScriptInput) GoString

func (s DescribeScriptInput) GoString() string

GoString returns the string representation

func (*DescribeScriptInput) SetScriptId

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

SetScriptId sets the ScriptId field's value.

func (DescribeScriptInput) String

func (s DescribeScriptInput) String() string

String returns the string representation

func (*DescribeScriptInput) Validate

func (s *DescribeScriptInput) Validate() error

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

type DescribeScriptOutput

type DescribeScriptOutput struct {

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

func (DescribeScriptOutput) GoString

func (s DescribeScriptOutput) GoString() string

GoString returns the string representation

func (*DescribeScriptOutput) SetScript

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

SetScript sets the Script field's value.

func (DescribeScriptOutput) String

func (s DescribeScriptOutput) String() string

String returns the string representation

type DescribeVpcPeeringAuthorizationsInput

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

func (DescribeVpcPeeringAuthorizationsInput) GoString

func (s DescribeVpcPeeringAuthorizationsInput) GoString() string

GoString returns the string representation

func (DescribeVpcPeeringAuthorizationsInput) String

func (s DescribeVpcPeeringAuthorizationsInput) String() string

String returns the string representation

type DescribeVpcPeeringAuthorizationsOutput

type DescribeVpcPeeringAuthorizationsOutput struct {

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

func (DescribeVpcPeeringAuthorizationsOutput) GoString

func (s DescribeVpcPeeringAuthorizationsOutput) GoString() string

GoString returns the string representation

func (*DescribeVpcPeeringAuthorizationsOutput) SetVpcPeeringAuthorizations

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

SetVpcPeeringAuthorizations sets the VpcPeeringAuthorizations field's value.

func (DescribeVpcPeeringAuthorizationsOutput) String

func (s DescribeVpcPeeringAuthorizationsOutput) String() string

String returns the string representation

type DescribeVpcPeeringConnectionsInput

type DescribeVpcPeeringConnectionsInput struct {

    // A unique identifier for a fleet. You can use either the fleet ID or ARN value.
    FleetId *string `type:"string"`
    // contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeVpcPeeringConnectionsInput) GoString

func (s DescribeVpcPeeringConnectionsInput) GoString() string

GoString returns the string representation

func (*DescribeVpcPeeringConnectionsInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (DescribeVpcPeeringConnectionsInput) String

func (s DescribeVpcPeeringConnectionsInput) String() string

String returns the string representation

type DescribeVpcPeeringConnectionsOutput

type DescribeVpcPeeringConnectionsOutput struct {

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

Represents the returned data in response to a request action.

func (DescribeVpcPeeringConnectionsOutput) GoString

func (s DescribeVpcPeeringConnectionsOutput) GoString() string

GoString returns the string representation

func (*DescribeVpcPeeringConnectionsOutput) SetVpcPeeringConnections

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

SetVpcPeeringConnections sets the VpcPeeringConnections field's value.

func (DescribeVpcPeeringConnectionsOutput) String

func (s DescribeVpcPeeringConnectionsOutput) String() string

String returns the string representation

type DesiredPlayerSession

type DesiredPlayerSession struct {

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

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

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

func (DesiredPlayerSession) GoString

func (s DesiredPlayerSession) GoString() string

GoString returns the string representation

func (*DesiredPlayerSession) SetPlayerData

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

SetPlayerData sets the PlayerData field's value.

func (*DesiredPlayerSession) SetPlayerId

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

SetPlayerId sets the PlayerId field's value.

func (DesiredPlayerSession) String

func (s DesiredPlayerSession) String() string

String returns the string representation

func (*DesiredPlayerSession) Validate

func (s *DesiredPlayerSession) Validate() error

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

type EC2InstanceCounts

type EC2InstanceCounts struct {

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

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

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

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

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

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

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

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

* CreateFleet

* ListFleets

* DeleteFleet

* DescribeFleetAttributes

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

func (EC2InstanceCounts) GoString

func (s EC2InstanceCounts) GoString() string

GoString returns the string representation

func (*EC2InstanceCounts) SetACTIVE

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

SetACTIVE sets the ACTIVE field's value.

func (*EC2InstanceCounts) SetDESIRED

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

SetDESIRED sets the DESIRED field's value.

func (*EC2InstanceCounts) SetIDLE

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

SetIDLE sets the IDLE field's value.

func (*EC2InstanceCounts) SetMAXIMUM

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

SetMAXIMUM sets the MAXIMUM field's value.

func (*EC2InstanceCounts) SetMINIMUM

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

SetMINIMUM sets the MINIMUM field's value.

func (*EC2InstanceCounts) SetPENDING

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

SetPENDING sets the PENDING field's value.

func (*EC2InstanceCounts) SetTERMINATING

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

SetTERMINATING sets the TERMINATING field's value.

func (EC2InstanceCounts) String

func (s EC2InstanceCounts) String() string

String returns the string representation

type EC2InstanceLimit

type EC2InstanceLimit struct {

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

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

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

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

func (EC2InstanceLimit) GoString

func (s EC2InstanceLimit) GoString() string

GoString returns the string representation

func (*EC2InstanceLimit) SetCurrentInstances

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

SetCurrentInstances sets the CurrentInstances field's value.

func (*EC2InstanceLimit) SetEC2InstanceType

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

SetEC2InstanceType sets the EC2InstanceType field's value.

func (*EC2InstanceLimit) SetInstanceLimit

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

SetInstanceLimit sets the InstanceLimit field's value.

func (EC2InstanceLimit) String

func (s EC2InstanceLimit) String() string

String returns the string representation

type Event

type Event struct {

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

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

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

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

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

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

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

func (Event) GoString

func (s Event) GoString() string

GoString returns the string representation

func (*Event) SetEventCode

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

SetEventCode sets the EventCode field's value.

func (*Event) SetEventId

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

SetEventId sets the EventId field's value.

func (*Event) SetEventTime

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

SetEventTime sets the EventTime field's value.

func (*Event) SetMessage

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

SetMessage sets the Message field's value.

func (*Event) SetPreSignedLogUrl

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

SetPreSignedLogUrl sets the PreSignedLogUrl field's value.

func (*Event) SetResourceId

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

SetResourceId sets the ResourceId field's value.

func (Event) String

func (s Event) String() string

String returns the string representation

type FleetAttributes

type FleetAttributes struct {

    // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
    // associated with the GameLift build resource that is deployed on instances
    // in this fleet. In a GameLift build ARN, the resource ID matches the BuildId
    // value.
    BuildArn *string `type:"string"`

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

    // Indicates whether a TLS/SSL certificate was generated for the fleet.
    CertificateConfiguration *CertificateConfiguration `type:"structure"`

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

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

    // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
    // that is assigned to a GameLift fleet resource and uniquely identifies it.
    // ARNs are unique across all Regions. In a GameLift fleet ARN, the resource
    // ID matches the FleetId value.
    FleetArn *string `type:"string"`

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

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

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

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

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

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

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

    // The type of game session protection to set for all new instances started
    // in the fleet.
    //
    //    * NoProtection -- The game session can be terminated during a scale-down
    //    event.
    //
    //    * FullProtection -- If the game session is in an ACTIVE status, it cannot
    //    be terminated during a scale-down event.
    NewGameSessionProtectionPolicy *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"`

    // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
    // associated with the GameLift script resource that is deployed on instances
    // in this fleet. In a GameLift script ARN, the resource ID matches the ScriptId
    // value.
    ScriptArn *string `type:"string"`

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

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

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

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

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

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

General properties describing a fleet.

* CreateFleet

* ListFleets

* DeleteFleet

* DescribeFleetAttributes

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

func (FleetAttributes) GoString

func (s FleetAttributes) GoString() string

GoString returns the string representation

func (*FleetAttributes) SetBuildArn

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

SetBuildArn sets the BuildArn field's value.

func (*FleetAttributes) SetBuildId

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

SetBuildId sets the BuildId field's value.

func (*FleetAttributes) SetCertificateConfiguration

func (s *FleetAttributes) SetCertificateConfiguration(v *CertificateConfiguration) *FleetAttributes

SetCertificateConfiguration sets the CertificateConfiguration field's value.

func (*FleetAttributes) SetCreationTime

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

SetCreationTime sets the CreationTime field's value.

func (*FleetAttributes) SetDescription

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

SetDescription sets the Description field's value.

func (*FleetAttributes) SetFleetArn

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

SetFleetArn sets the FleetArn field's value.

func (*FleetAttributes) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*FleetAttributes) SetFleetType

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

SetFleetType sets the FleetType field's value.

func (*FleetAttributes) SetInstanceRoleArn

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

SetInstanceRoleArn sets the InstanceRoleArn field's value.

func (*FleetAttributes) SetInstanceType

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

SetInstanceType sets the InstanceType field's value.

func (*FleetAttributes) SetLogPaths

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

SetLogPaths sets the LogPaths field's value.

func (*FleetAttributes) SetMetricGroups

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

SetMetricGroups sets the MetricGroups field's value.

func (*FleetAttributes) SetName

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

SetName sets the Name field's value.

func (*FleetAttributes) SetNewGameSessionProtectionPolicy

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

SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.

func (*FleetAttributes) SetOperatingSystem

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

SetOperatingSystem sets the OperatingSystem field's value.

func (*FleetAttributes) SetResourceCreationLimitPolicy

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

SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.

func (*FleetAttributes) SetScriptArn

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

SetScriptArn sets the ScriptArn field's value.

func (*FleetAttributes) SetScriptId

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

SetScriptId sets the ScriptId field's value.

func (*FleetAttributes) SetServerLaunchParameters

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

SetServerLaunchParameters sets the ServerLaunchParameters field's value.

func (*FleetAttributes) SetServerLaunchPath

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

SetServerLaunchPath sets the ServerLaunchPath field's value.

func (*FleetAttributes) SetStatus

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

SetStatus sets the Status field's value.

func (*FleetAttributes) SetStoppedActions

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

SetStoppedActions sets the StoppedActions field's value.

func (*FleetAttributes) SetTerminationTime

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

SetTerminationTime sets the TerminationTime field's value.

func (FleetAttributes) String

func (s FleetAttributes) String() string

String returns the string representation

type FleetCapacity

type FleetCapacity struct {

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

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

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

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

* CreateFleet

* ListFleets

* DeleteFleet

* DescribeFleetAttributes

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

func (FleetCapacity) GoString

func (s FleetCapacity) GoString() string

GoString returns the string representation

func (*FleetCapacity) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*FleetCapacity) SetInstanceCounts

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

SetInstanceCounts sets the InstanceCounts field's value.

func (*FleetCapacity) SetInstanceType

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

SetInstanceType sets the InstanceType field's value.

func (FleetCapacity) String

func (s FleetCapacity) String() string

String returns the string representation

type FleetCapacityExceededException

type FleetCapacityExceededException struct {
    RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"`

    Message_ *string `locationName:"Message" min:"1" type:"string"`
    // contains filtered or unexported fields
}

The specified fleet has no available instances to fulfill a CreateGameSession request. Clients can retry such requests immediately or after a waiting period.

func (*FleetCapacityExceededException) Code

func (s *FleetCapacityExceededException) Code() string

Code returns the exception type name.

func (*FleetCapacityExceededException) Error

func (s *FleetCapacityExceededException) Error() string

func (FleetCapacityExceededException) GoString

func (s FleetCapacityExceededException) GoString() string

GoString returns the string representation

func (*FleetCapacityExceededException) Message

func (s *FleetCapacityExceededException) Message() string

Message returns the exception's message.

func (*FleetCapacityExceededException) OrigErr

func (s *FleetCapacityExceededException) OrigErr() error

OrigErr always returns nil, satisfies awserr.Error interface.

func (*FleetCapacityExceededException) RequestID

func (s *FleetCapacityExceededException) RequestID() string

RequestID returns the service's response RequestID for request.

func (*FleetCapacityExceededException) StatusCode

func (s *FleetCapacityExceededException) StatusCode() int

Status code returns the HTTP status code for the request's response error.

func (FleetCapacityExceededException) String

func (s FleetCapacityExceededException) String() string

String returns the string representation

type FleetUtilization

type FleetUtilization struct {

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

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

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

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

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

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

* CreateFleet

* ListFleets

* DeleteFleet

* DescribeFleetAttributes

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

func (FleetUtilization) GoString

func (s FleetUtilization) GoString() string

GoString returns the string representation

func (*FleetUtilization) SetActiveGameSessionCount

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

SetActiveGameSessionCount sets the ActiveGameSessionCount field's value.

func (*FleetUtilization) SetActiveServerProcessCount

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

SetActiveServerProcessCount sets the ActiveServerProcessCount field's value.

func (*FleetUtilization) SetCurrentPlayerSessionCount

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

SetCurrentPlayerSessionCount sets the CurrentPlayerSessionCount field's value.

func (*FleetUtilization) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*FleetUtilization) SetMaximumPlayerSessionCount

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

SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.

func (FleetUtilization) String

func (s FleetUtilization) String() string

String returns the string representation

type GameLift

type GameLift struct {
    *client.Client
}

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

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

func New

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

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

Example:

mySession := session.Must(session.NewSession())

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

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

func (*GameLift) AcceptMatch

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

AcceptMatch API operation for Amazon GameLift.

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

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

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

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

Learn more

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

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

Related operations

* StartMatchmaking

* DescribeMatchmaking

* StopMatchmaking

* AcceptMatch

* StartMatchBackfill

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

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

Returned Error Types:

* 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.

* UnsupportedRegionException
The requested operation is not supported in the Region specified.

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

func (*GameLift) AcceptMatchRequest

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

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

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

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

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

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

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

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

func (*GameLift) AcceptMatchWithContext

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

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

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

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

func (*GameLift) ClaimGameServer

func (c *GameLift) ClaimGameServer(input *ClaimGameServerInput) (*ClaimGameServerOutput, error)

ClaimGameServer API operation for Amazon GameLift.

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

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

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

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

When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE, while the claim status is set to CLAIMED for up to 60 seconds. This time period allows the game server to be prompted to update its status to UTILIZED (using UpdateGameServer). If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request.

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

Learn more

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

Related operations

* RegisterGameServer

* ListGameServers

* ClaimGameServer

* DescribeGameServer

* UpdateGameServer

* DeregisterGameServer

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 ClaimGameServer for usage and error information.

Returned Error Types:

* 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.

* 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.

* OutOfCapacityException
The specified game server group has no available game servers to fulfill
a ClaimGameServer request. Clients can retry such requests immediately or
after a waiting period.

* UnauthorizedException
The client failed authentication. 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.

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

func (*GameLift) ClaimGameServerRequest

func (c *GameLift) ClaimGameServerRequest(input *ClaimGameServerInput) (req *request.Request, output *ClaimGameServerOutput)

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

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

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

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

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

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

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

func (*GameLift) ClaimGameServerWithContext

func (c *GameLift) ClaimGameServerWithContext(ctx aws.Context, input *ClaimGameServerInput, opts ...request.Option) (*ClaimGameServerOutput, error)

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

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

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

func (*GameLift) CreateAlias

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

CreateAlias API operation for Amazon GameLift.

Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build.

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

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

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

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 Types:

* 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.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

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

func (*GameLift) CreateAliasRequest

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

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

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

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

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

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

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

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

func (*GameLift) CreateAliasWithContext

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

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

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

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

func (*GameLift) CreateBuild

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

CreateBuild API operation for Amazon GameLift.

Creates a new Amazon GameLift build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon GameLift.

When setting up a new game build for GameLift, we recommend using the AWS CLI command upload-build (https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html) . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource.

The CreateBuild operation can used in the following scenarios:

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

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

If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it.

Learn more

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

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

Related operations

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

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 Types:

* 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.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

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

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

func (*GameLift) CreateBuildRequest

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

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

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

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

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

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

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

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

func (*GameLift) CreateBuildWithContext

func (c *GameLift) CreateBuildWithContext(ctx aws.Context, input *CreateBuildInput, opts ...request.Option) (*CreateBuildOutput, error)

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

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

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

func (*GameLift) CreateFleet

func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error)

CreateFleet API operation for Amazon GameLift.

Creates a new fleet to run your game servers. whether they are custom game builds or Realtime Servers with game-specific script. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can host multiple game sessions. When creating a fleet, you choose the hardware specifications, set some configuration options, and specify the game server to deploy on the new fleet.

To create a new fleet, provide the following: (1) a fleet name, (2) an EC2 instance type and fleet type (spot or on-demand), (3) the build ID for your game build or script ID if using Realtime Servers, and (4) a runtime configuration, which determines how game servers will run on each instance in the fleet.

If the CreateFleet call is successful, Amazon GameLift performs the following tasks. You can track the process of a fleet by checking the fleet status or by monitoring fleet creation events:

* Creates a fleet resource. Status: NEW.

* Begins writing events to the fleet event log, which can be accessed
in the Amazon GameLift console.

* Sets the fleet's target capacity to 1 (desired instances), which triggers
Amazon GameLift to start one new EC2 instance.

* Downloads the game build or Realtime script to the new instance and
installs it. Statuses: DOWNLOADING, VALIDATING, BUILDING.

* Starts launching server processes on the instance. If the fleet is configured
to run multiple server processes per instance, Amazon GameLift staggers
each process launch by a few seconds. Status: ACTIVATING.

* Sets the fleet's status to ACTIVE as soon as one server process is ready
to host a game session.

Learn more

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

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

Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* DescribeFleetAttributes

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

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 Types:

* 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.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

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

func (*GameLift) CreateFleetRequest

func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput)

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

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

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

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

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

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

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

func (*GameLift) CreateFleetWithContext

func (c *GameLift) CreateFleetWithContext(ctx aws.Context, input *CreateFleetInput, opts ...request.Option) (*CreateFleetOutput, error)

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

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

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

func (*GameLift) CreateGameServerGroup

func (c *GameLift) CreateGameServerGroup(input *CreateGameServerGroupInput) (*CreateGameServerGroupOutput, error)

CreateGameServerGroup API operation for Amazon GameLift.

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

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

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

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

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

To create a new game server group, provide a name and specify the IAM role and EC2 launch template. You also need to provide a list of instance types to be used in the group and set initial maximum and minimum limits on the group's instance count. You can optionally set an autoscaling policy with target tracking based on a GameLift FleetIQ metric.

Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Keep in mind, however, that some properties are periodically updated by GameLift FleetIQ as it balances the group's instances based on availability and cost.

Learn more

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

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

Related operations

* CreateGameServerGroup

* ListGameServerGroups

* DescribeGameServerGroup

* UpdateGameServerGroup

* DeleteGameServerGroup

* ResumeGameServerGroup

* SuspendGameServerGroup

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 CreateGameServerGroup for usage and error information.

Returned Error Types:

* 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.

* UnauthorizedException
The client failed authentication. 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.

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

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

func (*GameLift) CreateGameServerGroupRequest

func (c *GameLift) CreateGameServerGroupRequest(input *CreateGameServerGroupInput) (req *request.Request, output *CreateGameServerGroupOutput)

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

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

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

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

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

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

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

func (*GameLift) CreateGameServerGroupWithContext

func (c *GameLift) CreateGameServerGroupWithContext(ctx aws.Context, input *CreateGameServerGroupInput, opts ...request.Option) (*CreateGameServerGroupOutput, error)

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

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

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

func (*GameLift) CreateGameSession

func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error)

CreateGameSession API operation for Amazon GameLift.

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

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

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

Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request.

Player acceptance policy. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.

Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.

Available in Amazon GameLift Local.

* CreateGameSession

* DescribeGameSessions

* DescribeGameSessionDetails

* SearchGameSessions

* UpdateGameSession

* GetGameSessionLogUrl

* Game session placements StartGameSessionPlacement DescribeGameSessionPlacement
StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateGameSession for usage and error information.

Returned Error Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession

func (*GameLift) CreateGameSessionQueue

func (c *GameLift) CreateGameSessionQueue(input *CreateGameSessionQueueInput) (*CreateGameSessionQueueOutput, error)

CreateGameSessionQueue API operation for Amazon GameLift.

Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple Regions. To add placement requests to a queue, call StartGameSessionPlacement and reference the queue name.

Destination order. When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience.

Player latency policies. For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc.

To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned.

Learn more

Design a Game Session Queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html)

Create a Game Session Queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html)

Related operations

* CreateGameSessionQueue

* DescribeGameSessionQueues

* UpdateGameSessionQueue

* DeleteGameSessionQueue

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateGameSessionQueue for usage and error information.

Returned Error Types:

* 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.

* LimitExceededException
The requested operation would cause the resource to exceed the allowed service
limit. Resolve the issue before retrying.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue

func (*GameLift) CreateGameSessionQueueRequest

func (c *GameLift) CreateGameSessionQueueRequest(input *CreateGameSessionQueueInput) (req *request.Request, output *CreateGameSessionQueueOutput)

CreateGameSessionQueueRequest generates a "aws/request.Request" representing the client's request for the CreateGameSessionQueue operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateGameSessionQueue for more information on using the CreateGameSessionQueue API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateGameSessionQueueRequest method.
req, resp := client.CreateGameSessionQueueRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue

func (*GameLift) CreateGameSessionQueueWithContext

func (c *GameLift) CreateGameSessionQueueWithContext(ctx aws.Context, input *CreateGameSessionQueueInput, opts ...request.Option) (*CreateGameSessionQueueOutput, error)

CreateGameSessionQueueWithContext is the same as CreateGameSessionQueue with the addition of the ability to pass a context and additional request options.

See CreateGameSessionQueue for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateGameSessionRequest

func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput)

CreateGameSessionRequest generates a "aws/request.Request" representing the client's request for the CreateGameSession operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateGameSession for more information on using the CreateGameSession API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateGameSessionRequest method.
req, resp := client.CreateGameSessionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession

func (*GameLift) CreateGameSessionWithContext

func (c *GameLift) CreateGameSessionWithContext(ctx aws.Context, input *CreateGameSessionInput, opts ...request.Option) (*CreateGameSessionOutput, error)

CreateGameSessionWithContext is the same as CreateGameSession with the addition of the ability to pass a context and additional request options.

See CreateGameSession for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateMatchmakingConfiguration

func (c *GameLift) CreateMatchmakingConfiguration(input *CreateMatchmakingConfigurationInput) (*CreateMatchmakingConfigurationOutput, error)

CreateMatchmakingConfiguration API operation for Amazon GameLift.

Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines for matching players and getting the matches into games. You can set up multiple matchmaking configurations to handle the scenarios needed for your game. Each matchmaking ticket (StartMatchmaking or StartMatchBackfill) specifies a configuration for the match and provides player attributes to support the configuration being used.

To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a new game session for the match; and the maximum time allowed for a matchmaking attempt.

There are two ways to track the progress of matchmaking tickets: (1) polling ticket status with DescribeMatchmaking; or (2) receiving notifications with Amazon Simple Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the notifications, and provide the topic ARN in the matchmaking configuration. Since notifications promise only "best effort" delivery, we recommend calling DescribeMatchmaking if no notifications are received within 30 seconds.

Learn more

Design a FlexMatch Matchmaker (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html)

Setting up Notifications for Matchmaking (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html)

Related operations

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

* DeleteMatchmakingRuleSet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateMatchmakingConfiguration for usage and error information.

Returned Error Types:

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

* LimitExceededException
The requested operation would cause the resource to exceed the allowed service
limit. Resolve the issue 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.

* UnsupportedRegionException
The requested operation is not supported in the Region specified.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration

func (*GameLift) CreateMatchmakingConfigurationRequest

func (c *GameLift) CreateMatchmakingConfigurationRequest(input *CreateMatchmakingConfigurationInput) (req *request.Request, output *CreateMatchmakingConfigurationOutput)

CreateMatchmakingConfigurationRequest generates a "aws/request.Request" representing the client's request for the CreateMatchmakingConfiguration operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateMatchmakingConfiguration for more information on using the CreateMatchmakingConfiguration API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateMatchmakingConfigurationRequest method.
req, resp := client.CreateMatchmakingConfigurationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration

func (*GameLift) CreateMatchmakingConfigurationWithContext

func (c *GameLift) CreateMatchmakingConfigurationWithContext(ctx aws.Context, input *CreateMatchmakingConfigurationInput, opts ...request.Option) (*CreateMatchmakingConfigurationOutput, error)

CreateMatchmakingConfigurationWithContext is the same as CreateMatchmakingConfiguration with the addition of the ability to pass a context and additional request options.

See CreateMatchmakingConfiguration for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateMatchmakingRuleSet

func (c *GameLift) CreateMatchmakingRuleSet(input *CreateMatchmakingRuleSetInput) (*CreateMatchmakingRuleSetOutput, error)

CreateMatchmakingRuleSet API operation for Amazon GameLift.

Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams. It also sets the parameters for acceptable player matches, such as minimum skill level or character type. A rule set is used by a MatchmakingConfiguration.

To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same Region as the matchmaking configuration they are used with.

Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set.

Learn more

* Build a Rule Set (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html)

* Design a Matchmaker (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html)

* Matchmaking with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html)

Related operations

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

* DeleteMatchmakingRuleSet

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateMatchmakingRuleSet for usage and error information.

Returned Error Types:

* 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.

* UnsupportedRegionException
The requested operation is not supported in the Region specified.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet

func (*GameLift) CreateMatchmakingRuleSetRequest

func (c *GameLift) CreateMatchmakingRuleSetRequest(input *CreateMatchmakingRuleSetInput) (req *request.Request, output *CreateMatchmakingRuleSetOutput)

CreateMatchmakingRuleSetRequest generates a "aws/request.Request" representing the client's request for the CreateMatchmakingRuleSet operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateMatchmakingRuleSet for more information on using the CreateMatchmakingRuleSet API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateMatchmakingRuleSetRequest method.
req, resp := client.CreateMatchmakingRuleSetRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet

func (*GameLift) CreateMatchmakingRuleSetWithContext

func (c *GameLift) CreateMatchmakingRuleSetWithContext(ctx aws.Context, input *CreateMatchmakingRuleSetInput, opts ...request.Option) (*CreateMatchmakingRuleSetOutput, error)

CreateMatchmakingRuleSetWithContext is the same as CreateMatchmakingRuleSet with the addition of the ability to pass a context and additional request options.

See CreateMatchmakingRuleSet for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreatePlayerSession

func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error)

CreatePlayerSession API operation for Amazon GameLift.

Reserves an open player slot in an active game session. Before a player can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a group of players to a game session, use CreatePlayerSessions. When the player connects to the game server and references a player session ID, the game server contacts the Amazon GameLift service to validate the player reservation and accept the player.

To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, a slot is reserved in the game session for the player and a new PlayerSession object is returned. Player sessions cannot be updated.

Available in Amazon GameLift Local.

* CreatePlayerSession

* CreatePlayerSessions

* DescribePlayerSessions

* Game session placements StartGameSessionPlacement DescribeGameSessionPlacement
StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreatePlayerSession for usage and error information.

Returned Error Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession

func (*GameLift) CreatePlayerSessionRequest

func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput)

CreatePlayerSessionRequest generates a "aws/request.Request" representing the client's request for the CreatePlayerSession operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreatePlayerSession for more information on using the CreatePlayerSession API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreatePlayerSessionRequest method.
req, resp := client.CreatePlayerSessionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession

func (*GameLift) CreatePlayerSessionWithContext

func (c *GameLift) CreatePlayerSessionWithContext(ctx aws.Context, input *CreatePlayerSessionInput, opts ...request.Option) (*CreatePlayerSessionOutput, error)

CreatePlayerSessionWithContext is the same as CreatePlayerSession with the addition of the ability to pass a context and additional request options.

See CreatePlayerSession for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreatePlayerSessions

func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error)

CreatePlayerSessions API operation for Amazon GameLift.

Reserves open slots in a game session for a group of players. Before players can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a single player to a game session, use CreatePlayerSession. When a player connects to the game server and references a player session ID, the game server contacts the Amazon GameLift service to validate the player reservation and accept the player.

To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, a slot is reserved in the game session for each player and a set of new PlayerSession objects is returned. Player sessions cannot be updated.

Available in Amazon GameLift Local.

* CreatePlayerSession

* CreatePlayerSessions

* DescribePlayerSessions

* Game session placements StartGameSessionPlacement DescribeGameSessionPlacement
StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreatePlayerSessions for usage and error information.

Returned Error Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions

func (*GameLift) CreatePlayerSessionsRequest

func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput)

CreatePlayerSessionsRequest generates a "aws/request.Request" representing the client's request for the CreatePlayerSessions operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreatePlayerSessions for more information on using the CreatePlayerSessions API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreatePlayerSessionsRequest method.
req, resp := client.CreatePlayerSessionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions

func (*GameLift) CreatePlayerSessionsWithContext

func (c *GameLift) CreatePlayerSessionsWithContext(ctx aws.Context, input *CreatePlayerSessionsInput, opts ...request.Option) (*CreatePlayerSessionsOutput, error)

CreatePlayerSessionsWithContext is the same as CreatePlayerSessions with the addition of the ability to pass a context and additional request options.

See CreatePlayerSessions for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateScript

func (c *GameLift) CreateScript(input *CreateScriptInput) (*CreateScriptOutput, error)

CreateScript API operation for Amazon GameLift.

Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session.

To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations:

* A locally available directory. Use the ZipFile parameter for this option.

* An Amazon Simple Storage Service (Amazon S3) bucket under your AWS account.
Use the StorageLocation parameter for this option. You'll need to have
an Identity Access Management (IAM) role that allows the Amazon GameLift
service to access your S3 bucket.

If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment.

Learn more

Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)

Set Up a Role for Amazon GameLift Access (https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html)

Related operations

* CreateScript

* ListScripts

* DescribeScript

* UpdateScript

* DeleteScript

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateScript for usage and error information.

Returned Error Types:

* 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.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript

func (*GameLift) CreateScriptRequest

func (c *GameLift) CreateScriptRequest(input *CreateScriptInput) (req *request.Request, output *CreateScriptOutput)

CreateScriptRequest generates a "aws/request.Request" representing the client's request for the CreateScript operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateScript for more information on using the CreateScript API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateScriptRequest method.
req, resp := client.CreateScriptRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript

func (*GameLift) CreateScriptWithContext

func (c *GameLift) CreateScriptWithContext(ctx aws.Context, input *CreateScriptInput, opts ...request.Option) (*CreateScriptOutput, error)

CreateScriptWithContext is the same as CreateScript with the addition of the ability to pass a context and additional request options.

See CreateScript for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateVpcPeeringAuthorization

func (c *GameLift) CreateVpcPeeringAuthorization(input *CreateVpcPeeringAuthorizationInput) (*CreateVpcPeeringAuthorizationOutput, error)

CreateVpcPeeringAuthorization API operation for Amazon GameLift.

Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your AWS account. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).

You can peer with VPCs that are owned by any AWS account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions.

To request authorization to create a connection, call this operation from the AWS account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the AWS account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC.

To request authorization to delete a connection, call this operation from the AWS account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the AWS account that you use to manage Amazon GameLift.

The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid.

* CreateVpcPeeringAuthorization

* DescribeVpcPeeringAuthorizations

* DeleteVpcPeeringAuthorization

* CreateVpcPeeringConnection

* DescribeVpcPeeringConnections

* DeleteVpcPeeringConnection

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateVpcPeeringAuthorization for usage and error information.

Returned Error Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization

func (*GameLift) CreateVpcPeeringAuthorizationRequest

func (c *GameLift) CreateVpcPeeringAuthorizationRequest(input *CreateVpcPeeringAuthorizationInput) (req *request.Request, output *CreateVpcPeeringAuthorizationOutput)

CreateVpcPeeringAuthorizationRequest generates a "aws/request.Request" representing the client's request for the CreateVpcPeeringAuthorization operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateVpcPeeringAuthorization for more information on using the CreateVpcPeeringAuthorization API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateVpcPeeringAuthorizationRequest method.
req, resp := client.CreateVpcPeeringAuthorizationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization

func (*GameLift) CreateVpcPeeringAuthorizationWithContext

func (c *GameLift) CreateVpcPeeringAuthorizationWithContext(ctx aws.Context, input *CreateVpcPeeringAuthorizationInput, opts ...request.Option) (*CreateVpcPeeringAuthorizationOutput, error)

CreateVpcPeeringAuthorizationWithContext is the same as CreateVpcPeeringAuthorization with the addition of the ability to pass a context and additional request options.

See CreateVpcPeeringAuthorization for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateVpcPeeringConnection

func (c *GameLift) CreateVpcPeeringConnection(input *CreateVpcPeeringConnectionInput) (*CreateVpcPeeringConnectionOutput, error)

CreateVpcPeeringConnection API operation for Amazon GameLift.

Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. You can peer with VPCs in any AWS account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).

Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.

To establish the connection, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The AWS account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents.

* CreateVpcPeeringAuthorization

* DescribeVpcPeeringAuthorizations

* DeleteVpcPeeringAuthorization

* CreateVpcPeeringConnection

* DescribeVpcPeeringConnections

* DeleteVpcPeeringConnection

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateVpcPeeringConnection for usage and error information.

Returned Error Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection

func (*GameLift) CreateVpcPeeringConnectionRequest

func (c *GameLift) CreateVpcPeeringConnectionRequest(input *CreateVpcPeeringConnectionInput) (req *request.Request, output *CreateVpcPeeringConnectionOutput)

CreateVpcPeeringConnectionRequest generates a "aws/request.Request" representing the client's request for the CreateVpcPeeringConnection operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateVpcPeeringConnection for more information on using the CreateVpcPeeringConnection API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateVpcPeeringConnectionRequest method.
req, resp := client.CreateVpcPeeringConnectionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection

func (*GameLift) CreateVpcPeeringConnectionWithContext

func (c *GameLift) CreateVpcPeeringConnectionWithContext(ctx aws.Context, input *CreateVpcPeeringConnectionInput, opts ...request.Option) (*CreateVpcPeeringConnectionOutput, error)

CreateVpcPeeringConnectionWithContext is the same as CreateVpcPeeringConnection with the addition of the ability to pass a context and additional request options.

See CreateVpcPeeringConnection for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteAlias

func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error)

DeleteAlias API operation for Amazon GameLift.

Deletes an alias. This action removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteAlias for usage and error information.

Returned Error Types:

* 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.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias

func (*GameLift) DeleteAliasRequest

func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput)

DeleteAliasRequest generates a "aws/request.Request" representing the client's request for the DeleteAlias operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteAlias for more information on using the DeleteAlias API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteAliasRequest method.
req, resp := client.DeleteAliasRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias

func (*GameLift) DeleteAliasWithContext

func (c *GameLift) DeleteAliasWithContext(ctx aws.Context, input *DeleteAliasInput, opts ...request.Option) (*DeleteAliasOutput, error)

DeleteAliasWithContext is the same as DeleteAlias with the addition of the ability to pass a context and additional request options.

See DeleteAlias for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteBuild

func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error)

DeleteBuild API operation for Amazon GameLift.

Deletes a build. This action permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.

To delete a build, specify the build ID.

Learn more

Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html)

Related operations

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

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 Types:

* 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.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

* InvalidRequestException
One or more parameter values in the request are invalid. Correct the invalid
parameter values before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild

func (*GameLift) DeleteBuildRequest

func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Request, output *DeleteBuildOutput)

DeleteBuildRequest generates a "aws/request.Request" representing the client's request for the DeleteBuild operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteBuild for more information on using the DeleteBuild API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteBuildRequest method.
req, resp := client.DeleteBuildRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild

func (*GameLift) DeleteBuildWithContext

func (c *GameLift) DeleteBuildWithContext(ctx aws.Context, input *DeleteBuildInput, opts ...request.Option) (*DeleteBuildOutput, error)

DeleteBuildWithContext is the same as DeleteBuild with the addition of the ability to pass a context and additional request options.

See DeleteBuild for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteFleet

func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error)

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.

If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the VPC peering connection--this is done as part of the delete fleet process.

This action removes the fleet and its resources. Once a fleet is deleted, you can no longer use any of the resource in that fleet.

Learn more

Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* DescribeFleetAttributes

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

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 Types:

* 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.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet

func (*GameLift) DeleteFleetRequest

func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Request, output *DeleteFleetOutput)

DeleteFleetRequest generates a "aws/request.Request" representing the client's request for the DeleteFleet operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteFleet for more information on using the DeleteFleet API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteFleetRequest method.
req, resp := client.DeleteFleetRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet

func (*GameLift) DeleteFleetWithContext

func (c *GameLift) DeleteFleetWithContext(ctx aws.Context, input *DeleteFleetInput, opts ...request.Option) (*DeleteFleetOutput, error)

DeleteFleetWithContext is the same as DeleteFleet with the addition of the ability to pass a context and additional request options.

See DeleteFleet for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteGameServerGroup

func (c *GameLift) DeleteGameServerGroup(input *DeleteGameServerGroupInput) (*DeleteGameServerGroupOutput, error)

DeleteGameServerGroup API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete action selected, this action may affect three types of resources: the game server group, the corresponding Auto Scaling group, and all game servers currently running in the group.

To delete a game server group, identify the game server group to delete and specify the type of delete action to initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status.

If the delete request is successful, a series of actions are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops autoscaling activity. Once all game servers in the game server group are de-registered, GameLift FleetIQ can begin deleting resources. If any of the delete actions fail, the game server group is placed in ERROR status.

GameLift FleetIQ emits delete events to Amazon CloudWatch.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html)

Related operations

* CreateGameServerGroup

* ListGameServerGroups

* DescribeGameServerGroup

* UpdateGameServerGroup

* DeleteGameServerGroup

* ResumeGameServerGroup

* SuspendGameServerGroup

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 DeleteGameServerGroup for usage and error information.

Returned Error Types:

* 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.

* UnauthorizedException
The client failed authentication. 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroup

func (*GameLift) DeleteGameServerGroupRequest

func (c *GameLift) DeleteGameServerGroupRequest(input *DeleteGameServerGroupInput) (req *request.Request, output *DeleteGameServerGroupOutput)

DeleteGameServerGroupRequest generates a "aws/request.Request" representing the client's request for the DeleteGameServerGroup operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteGameServerGroup for more information on using the DeleteGameServerGroup API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteGameServerGroupRequest method.
req, resp := client.DeleteGameServerGroupRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroup

func (*GameLift) DeleteGameServerGroupWithContext

func (c *GameLift) DeleteGameServerGroupWithContext(ctx aws.Context, input *DeleteGameServerGroupInput, opts ...request.Option) (*DeleteGameServerGroupOutput, error)

DeleteGameServerGroupWithContext is the same as DeleteGameServerGroup with the addition of the ability to pass a context and additional request options.

See DeleteGameServerGroup for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteGameSessionQueue

func (c *GameLift) DeleteGameSessionQueue(input *DeleteGameSessionQueueInput) (*DeleteGameSessionQueueOutput, error)

DeleteGameSessionQueue API operation for Amazon GameLift.

Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference this queue will fail. To delete a queue, specify the queue name.

Learn more

Using Multi-Region Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html)

Related operations

* CreateGameSessionQueue

* DescribeGameSessionQueues

* UpdateGameSessionQueue

* DeleteGameSessionQueue

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteGameSessionQueue for usage and error information.

Returned Error Types:

* 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.

* 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.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue

func (*GameLift) DeleteGameSessionQueueRequest

func (c *GameLift) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueInput) (req *request.Request, output *DeleteGameSessionQueueOutput)

DeleteGameSessionQueueRequest generates a "aws/request.Request" representing the client's request for the DeleteGameSessionQueue operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteGameSessionQueue for more information on using the DeleteGameSessionQueue API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteGameSessionQueueRequest method.
req, resp := client.DeleteGameSessionQueueRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue

func (*GameLift) DeleteGameSessionQueueWithContext

func (c *GameLift) DeleteGameSessionQueueWithContext(ctx aws.Context, input *DeleteGameSessionQueueInput, opts ...request.Option) (*DeleteGameSessionQueueOutput, error)

DeleteGameSessionQueueWithContext is the same as DeleteGameSessionQueue with the addition of the ability to pass a context and additional request options.

See DeleteGameSessionQueue for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteMatchmakingConfiguration

func (c *GameLift) DeleteMatchmakingConfiguration(input *DeleteMatchmakingConfigurationInput) (*DeleteMatchmakingConfigurationOutput, error)

DeleteMatchmakingConfiguration API operation for Amazon GameLift.

Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.

Related operations

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

* DeleteMatchmakingRuleSet

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 DeleteMatchmakingConfiguration for usage and error information.

Returned Error Types:

* 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.

* UnsupportedRegionException
The requested operation is not supported in the Region specified.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration

func (*GameLift) DeleteMatchmakingConfigurationRequest

func (c *GameLift) DeleteMatchmakingConfigurationRequest(input *DeleteMatchmakingConfigurationInput) (req *request.Request, output *DeleteMatchmakingConfigurationOutput)

DeleteMatchmakingConfigurationRequest generates a "aws/request.Request" representing the client's request for the DeleteMatchmakingConfiguration operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteMatchmakingConfiguration for more information on using the DeleteMatchmakingConfiguration API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteMatchmakingConfigurationRequest method.
req, resp := client.DeleteMatchmakingConfigurationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration

func (*GameLift) DeleteMatchmakingConfigurationWithContext

func (c *GameLift) DeleteMatchmakingConfigurationWithContext(ctx aws.Context, input *DeleteMatchmakingConfigurationInput, opts ...request.Option) (*DeleteMatchmakingConfigurationOutput, error)

DeleteMatchmakingConfigurationWithContext is the same as DeleteMatchmakingConfiguration with the addition of the ability to pass a context and additional request options.

See DeleteMatchmakingConfiguration for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteMatchmakingRuleSet

func (c *GameLift) DeleteMatchmakingRuleSet(input *DeleteMatchmakingRuleSetInput) (*DeleteMatchmakingRuleSetOutput, error)

DeleteMatchmakingRuleSet API operation for Amazon GameLift.

Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration.

Learn more

* Build a Rule Set (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html)

Related operations

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

* DeleteMatchmakingRuleSet

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 DeleteMatchmakingRuleSet for usage and error information.

Returned Error Types:

* 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.

* UnsupportedRegionException
The requested operation is not supported in the Region specified.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSet

func (*GameLift) DeleteMatchmakingRuleSetRequest

func (c *GameLift) DeleteMatchmakingRuleSetRequest(input *DeleteMatchmakingRuleSetInput) (req *request.Request, output *DeleteMatchmakingRuleSetOutput)

DeleteMatchmakingRuleSetRequest generates a "aws/request.Request" representing the client's request for the DeleteMatchmakingRuleSet operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteMatchmakingRuleSet for more information on using the DeleteMatchmakingRuleSet API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteMatchmakingRuleSetRequest method.
req, resp := client.DeleteMatchmakingRuleSetRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSet

func (*GameLift) DeleteMatchmakingRuleSetWithContext

func (c *GameLift) DeleteMatchmakingRuleSetWithContext(ctx aws.Context, input *DeleteMatchmakingRuleSetInput, opts ...request.Option) (*DeleteMatchmakingRuleSetOutput, error)

DeleteMatchmakingRuleSetWithContext is the same as DeleteMatchmakingRuleSet with the addition of the ability to pass a context and additional request options.

See DeleteMatchmakingRuleSet for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteScalingPolicy

func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error)

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.

To temporarily suspend scaling policies, call StopFleetActions. This operation suspends all policies for the fleet.

* DescribeFleetCapacity

* UpdateFleetCapacity

* DescribeEC2InstanceLimits

* Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies
(auto-scaling) DeleteScalingPolicy (auto-scaling)

* Manage fleet actions: StartFleetActions StopFleetActions

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 Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy

func (*GameLift) DeleteScalingPolicyRequest

func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput)

DeleteScalingPolicyRequest generates a "aws/request.Request" representing the client's request for the DeleteScalingPolicy operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteScalingPolicy for more information on using the DeleteScalingPolicy API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteScalingPolicyRequest method.
req, resp := client.DeleteScalingPolicyRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy

func (*GameLift) DeleteScalingPolicyWithContext

func (c *GameLift) DeleteScalingPolicyWithContext(ctx aws.Context, input *DeleteScalingPolicyInput, opts ...request.Option) (*DeleteScalingPolicyOutput, error)

DeleteScalingPolicyWithContext is the same as DeleteScalingPolicy with the addition of the ability to pass a context and additional request options.

See DeleteScalingPolicy for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteScript

func (c *GameLift) DeleteScript(input *DeleteScriptInput) (*DeleteScriptOutput, error)

DeleteScript API operation for Amazon GameLift.

Deletes a Realtime script. This action permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted).

To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions.

Learn more

Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)

Related operations

* CreateScript

* ListScripts

* DescribeScript

* UpdateScript

* DeleteScript

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 DeleteScript for usage and error information.

Returned Error Types:

* 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.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScript

func (*GameLift) DeleteScriptRequest

func (c *GameLift) DeleteScriptRequest(input *DeleteScriptInput) (req *request.Request, output *DeleteScriptOutput)

DeleteScriptRequest generates a "aws/request.Request" representing the client's request for the DeleteScript operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteScript for more information on using the DeleteScript API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteScriptRequest method.
req, resp := client.DeleteScriptRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScript

func (*GameLift) DeleteScriptWithContext

func (c *GameLift) DeleteScriptWithContext(ctx aws.Context, input *DeleteScriptInput, opts ...request.Option) (*DeleteScriptOutput, error)

DeleteScriptWithContext is the same as DeleteScript with the addition of the ability to pass a context and additional request options.

See DeleteScript for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteVpcPeeringAuthorization

func (c *GameLift) DeleteVpcPeeringAuthorization(input *DeleteVpcPeeringAuthorizationInput) (*DeleteVpcPeeringAuthorizationOutput, error)

DeleteVpcPeeringAuthorization API operation for Amazon GameLift.

Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, call DeleteVpcPeeringConnection.

* CreateVpcPeeringAuthorization

* DescribeVpcPeeringAuthorizations

* DeleteVpcPeeringAuthorization

* CreateVpcPeeringConnection

* DescribeVpcPeeringConnections

* DeleteVpcPeeringConnection

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 DeleteVpcPeeringAuthorization for usage and error information.

Returned Error Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization

func (*GameLift) DeleteVpcPeeringAuthorizationRequest

func (c *GameLift) DeleteVpcPeeringAuthorizationRequest(input *DeleteVpcPeeringAuthorizationInput) (req *request.Request, output *DeleteVpcPeeringAuthorizationOutput)

DeleteVpcPeeringAuthorizationRequest generates a "aws/request.Request" representing the client's request for the DeleteVpcPeeringAuthorization operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteVpcPeeringAuthorization for more information on using the DeleteVpcPeeringAuthorization API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteVpcPeeringAuthorizationRequest method.
req, resp := client.DeleteVpcPeeringAuthorizationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization

func (*GameLift) DeleteVpcPeeringAuthorizationWithContext

func (c *GameLift) DeleteVpcPeeringAuthorizationWithContext(ctx aws.Context, input *DeleteVpcPeeringAuthorizationInput, opts ...request.Option) (*DeleteVpcPeeringAuthorizationOutput, error)

DeleteVpcPeeringAuthorizationWithContext is the same as DeleteVpcPeeringAuthorization with the addition of the ability to pass a context and additional request options.

See DeleteVpcPeeringAuthorization for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteVpcPeeringConnection

func (c *GameLift) DeleteVpcPeeringConnection(input *DeleteVpcPeeringConnectionInput) (*DeleteVpcPeeringConnectionOutput, error)

DeleteVpcPeeringConnection API operation for Amazon GameLift.

Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization.

Once a valid authorization exists, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.

* CreateVpcPeeringAuthorization

* DescribeVpcPeeringAuthorizations

* DeleteVpcPeeringAuthorization

* CreateVpcPeeringConnection

* DescribeVpcPeeringConnections

* DeleteVpcPeeringConnection

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 DeleteVpcPeeringConnection for usage and error information.

Returned Error Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection

func (*GameLift) DeleteVpcPeeringConnectionRequest

func (c *GameLift) DeleteVpcPeeringConnectionRequest(input *DeleteVpcPeeringConnectionInput) (req *request.Request, output *DeleteVpcPeeringConnectionOutput)

DeleteVpcPeeringConnectionRequest generates a "aws/request.Request" representing the client's request for the DeleteVpcPeeringConnection operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteVpcPeeringConnection for more information on using the DeleteVpcPeeringConnection API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteVpcPeeringConnectionRequest method.
req, resp := client.DeleteVpcPeeringConnectionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection

func (*GameLift) DeleteVpcPeeringConnectionWithContext

func (c *GameLift) DeleteVpcPeeringConnectionWithContext(ctx aws.Context, input *DeleteVpcPeeringConnectionInput, opts ...request.Option) (*DeleteVpcPeeringConnectionOutput, error)

DeleteVpcPeeringConnectionWithContext is the same as DeleteVpcPeeringConnection with the addition of the ability to pass a context and additional request options.

See DeleteVpcPeeringConnection for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeregisterGameServer

func (c *GameLift) DeregisterGameServer(input *DeregisterGameServerInput) (*DeregisterGameServerOutput, error)

DeregisterGameServer API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Removes the game server resource from the game server group. As a result of this action, the de-registered game server can no longer be claimed and will not returned in a list of active game servers.

To de-register a game server, specify the game server group and game server ID. If successful, this action emits a CloudWatch event with termination time stamp and reason.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html)

Related operations

* RegisterGameServer

* ListGameServers

* ClaimGameServer

* DescribeGameServer

* UpdateGameServer

* DeregisterGameServer

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 DeregisterGameServer for usage and error information.

Returned Error Types:

* 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.

* UnauthorizedException
The client failed authentication. 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeregisterGameServer

func (*GameLift) DeregisterGameServerRequest

func (c *GameLift) DeregisterGameServerRequest(input *DeregisterGameServerInput) (req *request.Request, output *DeregisterGameServerOutput)

DeregisterGameServerRequest generates a "aws/request.Request" representing the client's request for the DeregisterGameServer operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeregisterGameServer for more information on using the DeregisterGameServer API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeregisterGameServerRequest method.
req, resp := client.DeregisterGameServerRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeregisterGameServer

func (*GameLift) DeregisterGameServerWithContext

func (c *GameLift) DeregisterGameServerWithContext(ctx aws.Context, input *DeregisterGameServerInput, opts ...request.Option) (*DeregisterGameServerOutput, error)

DeregisterGameServerWithContext is the same as DeregisterGameServer with the addition of the ability to pass a context and additional request options.

See DeregisterGameServer for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeAlias

func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error)

DescribeAlias API operation for Amazon GameLift.

Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias.

To get alias properties, specify the alias ID. If successful, the requested alias record is returned.

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeAlias for usage and error information.

Returned Error Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias

func (*GameLift) DescribeAliasRequest

func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request.Request, output *DescribeAliasOutput)

DescribeAliasRequest generates a "aws/request.Request" representing the client's request for the DescribeAlias operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeAlias for more information on using the DescribeAlias API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeAliasRequest method.
req, resp := client.DescribeAliasRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias

func (*GameLift) DescribeAliasWithContext

func (c *GameLift) DescribeAliasWithContext(ctx aws.Context, input *DescribeAliasInput, opts ...request.Option) (*DescribeAliasOutput, error)

DescribeAliasWithContext is the same as DescribeAlias with the addition of the ability to pass a context and additional request options.

See DescribeAlias for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeBuild

func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error)

DescribeBuild API operation for Amazon GameLift.

Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned.

Learn more

Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html)

Related operations

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

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 Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild

func (*GameLift) DescribeBuildRequest

func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request.Request, output *DescribeBuildOutput)

DescribeBuildRequest generates a "aws/request.Request" representing the client's request for the DescribeBuild operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeBuild for more information on using the DescribeBuild API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeBuildRequest method.
req, resp := client.DescribeBuildRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild

func (*GameLift) DescribeBuildWithContext

func (c *GameLift) DescribeBuildWithContext(ctx aws.Context, input *DescribeBuildInput, opts ...request.Option) (*DescribeBuildOutput, error)

DescribeBuildWithContext is the same as DescribeBuild with the addition of the ability to pass a context and additional request options.

See DescribeBuild for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeEC2InstanceLimits

func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error)

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 for the AWS account.

To learn more about the capabilities of each instance type, see Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/). Note that the instance types offered may vary depending on the region.

Learn more

Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* DescribeFleetAttributes

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

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 Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits

func (*GameLift) DescribeEC2InstanceLimitsRequest

func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) (req *request.Request, output *DescribeEC2InstanceLimitsOutput)

DescribeEC2InstanceLimitsRequest generates a "aws/request.Request" representing the client's request for the DescribeEC2InstanceLimits operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeEC2InstanceLimits for more information on using the DescribeEC2InstanceLimits API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeEC2InstanceLimitsRequest method.
req, resp := client.DescribeEC2InstanceLimitsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits

func (*GameLift) DescribeEC2InstanceLimitsWithContext

func (c *GameLift) DescribeEC2InstanceLimitsWithContext(ctx aws.Context, input *DescribeEC2InstanceLimitsInput, opts ...request.Option) (*DescribeEC2InstanceLimitsOutput, error)

DescribeEC2InstanceLimitsWithContext is the same as DescribeEC2InstanceLimits with the addition of the ability to pass a context and additional request options.

See DescribeEC2InstanceLimits for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetAttributes

func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error)

DescribeFleetAttributes API operation for Amazon GameLift.

Retrieves core properties, including configuration, status, and metadata, for a fleet.

To get attributes for one or more fleets, provide a list of fleet IDs or fleet ARNs. To get attributes for all fleets, do not specify a fleet identifier. When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each fleet requested, unless the fleet identifier is not found.

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed number.

Learn more

Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings
DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits
DescribeFleetEvents

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

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 Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes

func (*GameLift) DescribeFleetAttributesRequest

func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) (req *request.Request, output *DescribeFleetAttributesOutput)

DescribeFleetAttributesRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetAttributes operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetAttributes for more information on using the DescribeFleetAttributes API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetAttributesRequest method.
req, resp := client.DescribeFleetAttributesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes

func (*GameLift) DescribeFleetAttributesWithContext

func (c *GameLift) DescribeFleetAttributesWithContext(ctx aws.Context, input *DescribeFleetAttributesInput, opts ...request.Option) (*DescribeFleetAttributesOutput, error)

DescribeFleetAttributesWithContext is the same as DescribeFleetAttributes with the addition of the ability to pass a context and additional request options.

See DescribeFleetAttributes for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetCapacity

func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error)

DescribeFleetCapacity API operation for Amazon GameLift.

Retrieves the current capacity statistics for one or more fleets. These statistics present a snapshot of the fleet's instances and provide insight on current or imminent scaling activity. To get statistics on game hosting activity in the fleet, see DescribeFleetUtilization.

You can request capacity for all fleets or specify a list of one or more fleet identifiers. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When a list of fleet IDs is provided, attribute objects are returned only for fleets that currently exist.

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

GameLift Metrics for Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet)

Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings
DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits
DescribeFleetEvents

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

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 Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity

func (*GameLift) DescribeFleetCapacityRequest

func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) (req *request.Request, output *DescribeFleetCapacityOutput)

DescribeFleetCapacityRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetCapacity operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetCapacity for more information on using the DescribeFleetCapacity API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetCapacityRequest method.
req, resp := client.DescribeFleetCapacityRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity

func (*GameLift) DescribeFleetCapacityWithContext

func (c *GameLift) DescribeFleetCapacityWithContext(ctx aws.Context, input *DescribeFleetCapacityInput, opts ...request.Option) (*DescribeFleetCapacityOutput, error)

DescribeFleetCapacityWithContext is the same as DescribeFleetCapacity with the addition of the ability to pass a context and additional request options.

See DescribeFleetCapacity for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetEvents

func (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error)

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.

Learn more

Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings
DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits
DescribeFleetEvents

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

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 Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents

func (*GameLift) DescribeFleetEventsRequest

func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) (req *request.Request, output *DescribeFleetEventsOutput)

DescribeFleetEventsRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetEvents operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetEvents for more information on using the DescribeFleetEvents API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetEventsRequest method.
req, resp := client.DescribeFleetEventsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents

func (*GameLift) DescribeFleetEventsWithContext

func (c *GameLift) DescribeFleetEventsWithContext(ctx aws.Context, input *DescribeFleetEventsInput, opts ...request.Option) (*DescribeFleetEventsOutput, error)

DescribeFleetEventsWithContext is the same as DescribeFleetEvents with the addition of the ability to pass a context and additional request options.

See DescribeFleetEvents for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetPortSettings

func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error)

DescribeFleetPortSettings API operation for Amazon GameLift.

Retrieves a fleet's inbound connection permissions. Connection permissions specify the range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game sessions that are running on instances in the fleet use connections that fall in this range.

To get a fleet's inbound connection permissions, specify the fleet's unique identifier. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings
DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits
DescribeFleetEvents

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

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 Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings

func (*GameLift) DescribeFleetPortSettingsRequest

func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput)

DescribeFleetPortSettingsRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetPortSettings operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetPortSettings for more information on using the DescribeFleetPortSettings API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetPortSettingsRequest method.
req, resp := client.DescribeFleetPortSettingsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings

func (*GameLift) DescribeFleetPortSettingsWithContext

func (c *GameLift) DescribeFleetPortSettingsWithContext(ctx aws.Context, input *DescribeFleetPortSettingsInput, opts ...request.Option) (*DescribeFleetPortSettingsOutput, error)

DescribeFleetPortSettingsWithContext is the same as DescribeFleetPortSettings with the addition of the ability to pass a context and additional request options.

See DescribeFleetPortSettings for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetUtilization

func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error)

DescribeFleetUtilization API operation for Amazon GameLift.

Retrieves utilization statistics for one or more fleets. These statistics provide insight into how available hosting resources are currently being used. To get statistics on available hosting resources, see DescribeFleetCapacity.

You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID, unless the fleet identifier is not found.

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

GameLift Metrics for Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet)

Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings
DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits
DescribeFleetEvents

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

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 Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization

func (*GameLift) DescribeFleetUtilizationRequest

func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput)

DescribeFleetUtilizationRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetUtilization operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetUtilization for more information on using the DescribeFleetUtilization API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetUtilizationRequest method.
req, resp := client.DescribeFleetUtilizationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization

func (*GameLift) DescribeFleetUtilizationWithContext

func (c *GameLift) DescribeFleetUtilizationWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, opts ...request.Option) (*DescribeFleetUtilizationOutput, error)

DescribeFleetUtilizationWithContext is the same as DescribeFleetUtilization with the addition of the ability to pass a context and additional request options.

See DescribeFleetUtilization for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameServer

func (c *GameLift) DescribeGameServer(input *DescribeGameServerInput) (*DescribeGameServerOutput, error)

DescribeGameServer API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Retrieves information for a game server resource. Information includes the game server statuses, health check info, and the instance the game server is running on.

To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html)

Related operations

* RegisterGameServer

* ListGameServers

* ClaimGameServer

* DescribeGameServer

* UpdateGameServer

* DeregisterGameServer

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 DescribeGameServer for usage and error information.

Returned Error Types:

* 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.

* UnauthorizedException
The client failed authentication. 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServer

func (*GameLift) DescribeGameServerGroup

func (c *GameLift) DescribeGameServerGroup(input *DescribeGameServerGroupInput) (*DescribeGameServerGroupOutput, error)

DescribeGameServerGroup API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Retrieves information on a game server group.

To get attributes for a game server group, provide a group name or ARN value. If successful, a GameServerGroup object is returned.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html)

Related operations

* CreateGameServerGroup

* ListGameServerGroups

* DescribeGameServerGroup

* UpdateGameServerGroup

* DeleteGameServerGroup

* ResumeGameServerGroup

* SuspendGameServerGroup

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 DescribeGameServerGroup for usage and error information.

Returned Error Types:

* 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.

* UnauthorizedException
The client failed authentication. 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroup

func (*GameLift) DescribeGameServerGroupRequest

func (c *GameLift) DescribeGameServerGroupRequest(input *DescribeGameServerGroupInput) (req *request.Request, output *DescribeGameServerGroupOutput)

DescribeGameServerGroupRequest generates a "aws/request.Request" representing the client's request for the DescribeGameServerGroup operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameServerGroup for more information on using the DescribeGameServerGroup API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameServerGroupRequest method.
req, resp := client.DescribeGameServerGroupRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroup

func (*GameLift) DescribeGameServerGroupWithContext

func (c *GameLift) DescribeGameServerGroupWithContext(ctx aws.Context, input *DescribeGameServerGroupInput, opts ...request.Option) (*DescribeGameServerGroupOutput, error)

DescribeGameServerGroupWithContext is the same as DescribeGameServerGroup with the addition of the ability to pass a context and additional request options.

See DescribeGameServerGroup for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameServerRequest

func (c *GameLift) DescribeGameServerRequest(input *DescribeGameServerInput) (req *request.Request, output *DescribeGameServerOutput)

DescribeGameServerRequest generates a "aws/request.Request" representing the client's request for the DescribeGameServer operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameServer for more information on using the DescribeGameServer API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameServerRequest method.
req, resp := client.DescribeGameServerRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServer

func (*GameLift) DescribeGameServerWithContext

func (c *GameLift) DescribeGameServerWithContext(ctx aws.Context, input *DescribeGameServerInput, opts ...request.Option) (*DescribeGameServerOutput, error)

DescribeGameServerWithContext is the same as DescribeGameServer with the addition of the ability to pass a context and additional request options.

See DescribeGameServer for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameSessionDetails

func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error)

DescribeGameSessionDetails API operation for Amazon GameLift.

Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId or GameSessionArn to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet.

To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.

* CreateGameSession

* DescribeGameSessions

* DescribeGameSessionDetails

* SearchGameSessions

* UpdateGameSession

* GetGameSessionLogUrl

* Game session placements StartGameSessionPlacement DescribeGameSessionPlacement
StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessionDetails for usage and error information.

Returned Error Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails

func (*GameLift) DescribeGameSessionDetailsRequest

func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput)

DescribeGameSessionDetailsRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessionDetails operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameSessionDetails for more information on using the DescribeGameSessionDetails API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameSessionDetailsRequest method.
req, resp := client.DescribeGameSessionDetailsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails

func (*GameLift) DescribeGameSessionDetailsWithContext

func (c *GameLift) DescribeGameSessionDetailsWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, opts ...request.Option) (*DescribeGameSessionDetailsOutput, error)

DescribeGameSessionDetailsWithContext is the same as DescribeGameSessionDetails with the addition of the ability to pass a context and additional request options.

See DescribeGameSessionDetails for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameSessionPlacement

func (c *GameLift) DescribeGameSessionPlacement(input *DescribeGameSessionPlacementInput) (*DescribeGameSessionPlacementOutput, error)

DescribeGameSessionPlacement API operation for Amazon GameLift.

Retrieves properties and current status of a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement object is returned.

* CreateGameSession

* DescribeGameSessions

* DescribeGameSessionDetails

* SearchGameSessions

* UpdateGameSession

* GetGameSessionLogUrl

* Game session placements StartGameSessionPlacement DescribeGameSessionPlacement
StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessionPlacement for usage and error information.

Returned Error Types:

* 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.

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement

func (*GameLift) DescribeGameSessionPlacementRequest

func (c *GameLift) DescribeGameSessionPlacementRequest(input *DescribeGameSessionPlacementInput) (req *request.Request, output *DescribeGameSessionPlacementOutput)

DescribeGameSessionPlacementRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessionPlacement operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameSessionPlacement for more information on using the DescribeGameSessionPlacement API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameSessionPlacementRequest method.
req, resp := client.DescribeGameSessionPlacementRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement

func (*GameLift) DescribeGameSessionPlacementWithContext

func (c *GameLift) DescribeGameSessionPlacementWithContext(ctx aws.Context, input *DescribeGameSessionPlacementInput, opts ...request.Option) (*DescribeGameSessionPlacementOutput, error)

DescribeGameSessionPlacementWithContext is the same as DescribeGameSessionPlacement with the addition of the ability to pass a context and additional request options.

See DescribeGameSessionPlacement for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameSessionQueues

func (c *GameLift) DescribeGameSessionQueues(input *DescribeGameSessionQueuesInput) (*DescribeGameSessionQueuesOutput, error)

DescribeGameSessionQueues API operation for Amazon GameLift.

Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the Region.

Learn more

View Your Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-console.html)

Related operations

* CreateGameSessionQueue

* DescribeGameSessionQueues

* UpdateGameSessionQueue

* DeleteGameSessionQueue

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessionQueues for usage and error information.

Returned Error Types:

* 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.

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues

func (*GameLift) DescribeGameSessionQueuesRequest

func (c *GameLift) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQueuesInput) (req *request.Request, output *DescribeGameSessionQueuesOutput)

DescribeGameSessionQueuesRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessionQueues operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameSessionQueues for more information on using the DescribeGameSessionQueues API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameSessionQueuesRequest method.
req, resp := client.DescribeGameSessionQueuesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues

func (*GameLift) DescribeGameSessionQueuesWithContext

func (c *GameLift) DescribeGameSessionQueuesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, opts ...request.Option) (*DescribeGameSessionQueuesOutput, error)

DescribeGameSessionQueuesWithContext is the same as DescribeGameSessionQueues with the addition of the ability to pass a context and additional request options.

See DescribeGameSessionQueues for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameSessions

func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error)

DescribeGameSessions API operation for Amazon GameLift.

Retrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails.

To get game sessions, specify one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session matching the request.

Available in Amazon GameLift Local.

* CreateGameSession

* DescribeGameSessions

* DescribeGameSessionDetails

* SearchGameSessions

* UpdateGameSession

* GetGameSessionLogUrl

* Game session placements StartGameSessionPlacement DescribeGameSessionPlacement
StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessions for usage and error information.

Returned Error Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions

func (*GameLift) DescribeGameSessionsRequest

func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput)

DescribeGameSessionsRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessions operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameSessions for more information on using the DescribeGameSessions API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameSessionsRequest method.
req, resp := client.DescribeGameSessionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions

func (*GameLift) DescribeGameSessionsWithContext

func (c *GameLift) DescribeGameSessionsWithContext(ctx aws.Context, input *DescribeGameSessionsInput, opts ...request.Option) (*DescribeGameSessionsOutput, error)

DescribeGameSessionsWithContext is the same as DescribeGameSessions with the addition of the ability to pass a context and additional request options.

See DescribeGameSessions for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeInstances

func (c *GameLift) DescribeInstances(input *DescribeInstancesInput) (*DescribeInstancesOutput, error)

DescribeInstances API operation for Amazon GameLift.

Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance.

To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.

Learn more

Remotely Access Fleet Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html)

Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html)

Related operations

* DescribeInstances

* GetInstanceAccess

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 Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances

func (*GameLift) DescribeInstancesRequest

func (c *GameLift) DescribeInstancesRequest(input *DescribeInstancesInput) (req *request.Request, output *DescribeInstancesOutput)

DescribeInstancesRequest generates a "aws/request.Request" representing the client's request for the DescribeInstances operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeInstances for more information on using the DescribeInstances API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeInstancesRequest method.
req, resp := client.DescribeInstancesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances

func (*GameLift) DescribeInstancesWithContext

func (c *GameLift) DescribeInstancesWithContext(ctx aws.Context, input *DescribeInstancesInput, opts ...request.Option) (*DescribeInstancesOutput, error)

DescribeInstancesWithContext is the same as DescribeInstances with the addition of the ability to pass a context and additional request options.

See DescribeInstances for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeMatchmaking

func (c *GameLift) DescribeMatchmaking(input *DescribeMatchmakingInput) (*DescribeMatchmakingOutput, error)

DescribeMatchmaking API operation for Amazon GameLift.

Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including status and--once a successful match is made--acquire connection information for the resulting new game session.

You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to using event notifications. See more details on tracking matchmaking requests through polling or notifications in StartMatchmaking.

To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists.

Learn more

Add FlexMatch to a Game Client (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html)

Set Up FlexMatch Event Notification (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html)

Related operations

* StartMatchmaking

* DescribeMatchmaking

* StopMatchmaking

* AcceptMatch

* StartMatchBackfill

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 DescribeMatchmaking for usage and error information.

Returned Error Types:

* 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.

* UnsupportedRegionException
The requested operation is not supported in the Region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking

func (*GameLift) DescribeMatchmakingConfigurations

func (c *GameLift) DescribeMatchmakingConfigurations(input *DescribeMatchmakingConfigurationsInput) (*DescribeMatchmakingConfigurationsOutput, error)

DescribeMatchmakingConfigurations API operation for Amazon GameLift.

Retrieves the details of FlexMatch matchmaking configurations. With this operation, you have the following options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to retrieve, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.

Learn more

Setting Up FlexMatch Matchmakers (https://docs.aws.amazon.com/gamelift/latest/developerguide/matchmaker-build.html)

Related operations

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

* DeleteMatchmakingRuleSet

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 DescribeMatchmakingConfigurations for usage and error information.

Returned Error Types:

* 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.

* UnsupportedRegionException
The requested operation is not supported in the Region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations

func (*GameLift) DescribeMatchmakingConfigurationsRequest

func (c *GameLift) DescribeMatchmakingConfigurationsRequest(input *DescribeMatchmakingConfigurationsInput) (req *request.Request, output *DescribeMatchmakingConfigurationsOutput)

DescribeMatchmakingConfigurationsRequest generates a "aws/request.Request" representing the client's request for the DescribeMatchmakingConfigurations operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeMatchmakingConfigurations for more information on using the DescribeMatchmakingConfigurations API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeMatchmakingConfigurationsRequest method.
req, resp := client.DescribeMatchmakingConfigurationsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations

func (*GameLift) DescribeMatchmakingConfigurationsWithContext

func (c *GameLift) DescribeMatchmakingConfigurationsWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, opts ...request.Option) (*DescribeMatchmakingConfigurationsOutput, error)

DescribeMatchmakingConfigurationsWithContext is the same as DescribeMatchmakingConfigurations with the addition of the ability to pass a context and additional request options.

See DescribeMatchmakingConfigurations for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeMatchmakingRequest

func (c *GameLift) DescribeMatchmakingRequest(input *DescribeMatchmakingInput) (req *request.Request, output *DescribeMatchmakingOutput)

DescribeMatchmakingRequest generates a "aws/request.Request" representing the client's request for the DescribeMatchmaking operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeMatchmaking for more information on using the DescribeMatchmaking API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeMatchmakingRequest method.
req, resp := client.DescribeMatchmakingRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking

func (*GameLift) DescribeMatchmakingRuleSets

func (c *GameLift) DescribeMatchmakingRuleSets(input *DescribeMatchmakingRuleSetsInput) (*DescribeMatchmakingRuleSetsOutput, error)

DescribeMatchmakingRuleSets API operation for Amazon GameLift.

Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the Region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name.

Learn more

* Build a Rule Set (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html)

Related operations

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

* DeleteMatchmakingRuleSet

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 DescribeMatchmakingRuleSets for usage and error information.

Returned Error Types:

* 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.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

* UnsupportedRegionException
The requested operation is not supported in the Region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets

func (*GameLift) DescribeMatchmakingRuleSetsRequest

func (c *GameLift) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmakingRuleSetsInput) (req *request.Request, output *DescribeMatchmakingRuleSetsOutput)

DescribeMatchmakingRuleSetsRequest generates a "aws/request.Request" representing the client's request for the DescribeMatchmakingRuleSets operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeMatchmakingRuleSets for more information on using the DescribeMatchmakingRuleSets API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeMatchmakingRuleSetsRequest method.
req, resp := client.DescribeMatchmakingRuleSetsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets

func (*GameLift) DescribeMatchmakingRuleSetsWithContext

func (c *GameLift) DescribeMatchmakingRuleSetsWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, opts ...request.Option) (*DescribeMatchmakingRuleSetsOutput, error)

DescribeMatchmakingRuleSetsWithContext is the same as DescribeMatchmakingRuleSets with the addition of the ability to pass a context and additional request options.

See DescribeMatchmakingRuleSets for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeMatchmakingWithContext

func (c *GameLift) DescribeMatchmakingWithContext(ctx aws.Context, input *DescribeMatchmakingInput, opts ...request.Option) (*DescribeMatchmakingOutput, error)

DescribeMatchmakingWithContext is the same as DescribeMatchmaking with the addition of the ability to pass a context and additional request options.

See DescribeMatchmaking for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribePlayerSessions

func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error)

DescribePlayerSessions API operation for Amazon GameLift.

Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId to request properties for a specific player session; (2) provide a GameSessionId to request properties for all player sessions in the specified game session; (3) provide a PlayerId to request properties for all player sessions of a specified player.

To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.

Available in Amazon GameLift Local.

* CreatePlayerSession

* CreatePlayerSessions

* DescribePlayerSessions

* Game session placements StartGameSessionPlacement DescribeGameSessionPlacement
StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribePlayerSessions for usage and error information.

Returned Error Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions

func (*GameLift) DescribePlayerSessionsRequest

func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput)

DescribePlayerSessionsRequest generates a "aws/request.Request" representing the client's request for the DescribePlayerSessions operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribePlayerSessions for more information on using the DescribePlayerSessions API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribePlayerSessionsRequest method.
req, resp := client.DescribePlayerSessionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions

func (*GameLift) DescribePlayerSessionsWithContext

func (c *GameLift) DescribePlayerSessionsWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, opts ...request.Option) (*DescribePlayerSessionsOutput, error)

DescribePlayerSessionsWithContext is the same as DescribePlayerSessions with the addition of the ability to pass a context and additional request options.

See DescribePlayerSessions for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeRuntimeConfiguration

func (c *GameLift) DescribeRuntimeConfiguration(input *DescribeRuntimeConfigurationInput) (*DescribeRuntimeConfigurationOutput, error)

DescribeRuntimeConfiguration API operation for Amazon GameLift.

Retrieves a fleet's runtime configuration settings. The runtime configuration tells Amazon GameLift which server processes to run (and how) on each instance in the fleet.

To get a runtime configuration, specify the fleet's unique identifier. If successful, a RuntimeConfiguration object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

Running Multiple Processes on a Fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html)

Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings
DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits
DescribeFleetEvents

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

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 Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration

func (*GameLift) DescribeRuntimeConfigurationRequest

func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput)

DescribeRuntimeConfigurationRequest generates a "aws/request.Request" representing the client's request for the DescribeRuntimeConfiguration operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeRuntimeConfiguration for more information on using the DescribeRuntimeConfiguration API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeRuntimeConfigurationRequest method.
req, resp := client.DescribeRuntimeConfigurationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration

func (*GameLift) DescribeRuntimeConfigurationWithContext

func (c *GameLift) DescribeRuntimeConfigurationWithContext(ctx aws.Context, input *DescribeRuntimeConfigurationInput, opts ...request.Option) (*DescribeRuntimeConfigurationOutput, error)

DescribeRuntimeConfigurationWithContext is the same as DescribeRuntimeConfiguration with the addition of the ability to pass a context and additional request options.

See DescribeRuntimeConfiguration for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeScalingPolicies

func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error)

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.

A fleet may have all of its scaling policies suspended (StopFleetActions). This action does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions.

* DescribeFleetCapacity

* UpdateFleetCapacity

* DescribeEC2InstanceLimits

* Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies
(auto-scaling) DeleteScalingPolicy (auto-scaling)

* Manage fleet actions: StartFleetActions StopFleetActions

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 Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies

func (*GameLift) DescribeScalingPoliciesRequest

func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput)

DescribeScalingPoliciesRequest generates a "aws/request.Request" representing the client's request for the DescribeScalingPolicies operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeScalingPolicies for more information on using the DescribeScalingPolicies API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeScalingPoliciesRequest method.
req, resp := client.DescribeScalingPoliciesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies

func (*GameLift) DescribeScalingPoliciesWithContext

func (c *GameLift) DescribeScalingPoliciesWithContext(ctx aws.Context, input *DescribeScalingPoliciesInput, opts ...request.Option) (*DescribeScalingPoliciesOutput, error)

DescribeScalingPoliciesWithContext is the same as DescribeScalingPolicies with the addition of the ability to pass a context and additional request options.

See DescribeScalingPolicies for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeScript

func (c *GameLift) DescribeScript(input *DescribeScriptInput) (*DescribeScriptOutput, error)

DescribeScript API operation for Amazon GameLift.

Retrieves properties for a Realtime script.

To request a script record, specify the script ID. If successful, an object containing the script properties is returned.

Learn more

Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)

Related operations

* CreateScript

* ListScripts

* DescribeScript

* UpdateScript

* DeleteScript

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 DescribeScript for usage and error information.

Returned Error Types:

* 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.

* NotFoundException
A service resource associated with the request could not be found. Clients
should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScript

func (*GameLift) DescribeScriptRequest

func (c *GameLift) DescribeScriptRequest(input *DescribeScriptInput) (req *request.Request, output *DescribeScriptOutput)

DescribeScriptRequest generates a "aws/request.Request" representing the client's request for the DescribeScript operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeScript for more information on using the DescribeScript API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeScriptRequest method.
req, resp := client.DescribeScriptRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScript

func (*GameLift) DescribeScriptWithContext

func (c *GameLift) DescribeScriptWithContext(ctx aws.Context, input *DescribeScriptInput, opts ...request.Option) (*DescribeScriptOutput, error)

DescribeScriptWithContext is the same as DescribeScript with the addition of the ability to pass a context and additional request options.

See DescribeScript for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeVpcPeeringAuthorizations

func (c *GameLift) DescribeVpcPeeringAuthorizations(input *DescribeVpcPeeringAuthorizationsInput) (*DescribeVpcPeeringAuthorizationsOutput, error)

DescribeVpcPeeringAuthorizations API operation for Amazon GameLift.

Retrieves valid VPC peering authorizations that are pending for the AWS account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.

* CreateVpcPeeringAuthorization

* DescribeVpcPeeringAuthorizations

* DeleteVpcPeeringAuthorization

* CreateVpcPeeringConnection

* DescribeVpcPeeringConnections

* DeleteVpcPeeringConnection

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 DescribeVpcPeeringAuthorizations for usage and error information.

Returned Error Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations

func (*GameLift) DescribeVpcPeeringAuthorizationsRequest

func (c *GameLift) DescribeVpcPeeringAuthorizationsRequest(input *DescribeVpcPeeringAuthorizationsInput) (req *request.Request, output *DescribeVpcPeeringAuthorizationsOutput)

DescribeVpcPeeringAuthorizationsRequest generates a "aws/request.Request" representing the client's request for the DescribeVpcPeeringAuthorizations operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeVpcPeeringAuthorizations for more information on using the DescribeVpcPeeringAuthorizations API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeVpcPeeringAuthorizationsRequest method.
req, resp := client.DescribeVpcPeeringAuthorizationsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations

func (*GameLift) DescribeVpcPeeringAuthorizationsWithContext

func (c *GameLift) DescribeVpcPeeringAuthorizationsWithContext(ctx aws.Context, input *DescribeVpcPeeringAuthorizationsInput, opts ...request.Option) (*DescribeVpcPeeringAuthorizationsOutput, error)

DescribeVpcPeeringAuthorizationsWithContext is the same as DescribeVpcPeeringAuthorizations with the addition of the ability to pass a context and additional request options.

See DescribeVpcPeeringAuthorizations for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeVpcPeeringConnections

func (c *GameLift) DescribeVpcPeeringConnections(input *DescribeVpcPeeringConnectionsInput) (*DescribeVpcPeeringConnectionsOutput, error)

DescribeVpcPeeringConnections API operation for Amazon GameLift.

Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID.

To retrieve connection information, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect.

* CreateVpcPeeringAuthorization

* DescribeVpcPeeringAuthorizations

* DeleteVpcPeeringAuthorization

* CreateVpcPeeringConnection

* DescribeVpcPeeringConnections

* DeleteVpcPeeringConnection

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 DescribeVpcPeeringConnections for usage and error information.

Returned Error Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections

func (*GameLift) DescribeVpcPeeringConnectionsRequest

func (c *GameLift) DescribeVpcPeeringConnectionsRequest(input *DescribeVpcPeeringConnectionsInput) (req *request.Request, output *DescribeVpcPeeringConnectionsOutput)

DescribeVpcPeeringConnectionsRequest generates a "aws/request.Request" representing the client's request for the DescribeVpcPeeringConnections operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeVpcPeeringConnections for more information on using the DescribeVpcPeeringConnections API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeVpcPeeringConnectionsRequest method.
req, resp := client.DescribeVpcPeeringConnectionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections

func (*GameLift) DescribeVpcPeeringConnectionsWithContext

func (c *GameLift) DescribeVpcPeeringConnectionsWithContext(ctx aws.Context, input *DescribeVpcPeeringConnectionsInput, opts ...request.Option) (*DescribeVpcPeeringConnectionsOutput, error)

DescribeVpcPeeringConnectionsWithContext is the same as DescribeVpcPeeringConnections with the addition of the ability to pass a context and additional request options.

See DescribeVpcPeeringConnections for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) GetGameSessionLogUrl

func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error)

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 and retains them for 14 days. Use this URL to download the logs.

See the AWS Service Limits (https://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift) page for maximum log file sizes. Log files that exceed this limit are not saved.

* CreateGameSession

* DescribeGameSessions

* DescribeGameSessionDetails

* SearchGameSessions

* UpdateGameSession

* GetGameSessionLogUrl

* Game session placements StartGameSessionPlacement DescribeGameSessionPlacement
StopGameSessionPlacement

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 Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl

func (*GameLift) GetGameSessionLogUrlRequest

func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) (req *request.Request, output *GetGameSessionLogUrlOutput)

GetGameSessionLogUrlRequest generates a "aws/request.Request" representing the client's request for the GetGameSessionLogUrl operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See GetGameSessionLogUrl for more information on using the GetGameSessionLogUrl API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the GetGameSessionLogUrlRequest method.
req, resp := client.GetGameSessionLogUrlRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl

func (*GameLift) GetGameSessionLogUrlWithContext

func (c *GameLift) GetGameSessionLogUrlWithContext(ctx aws.Context, input *GetGameSessionLogUrlInput, opts ...request.Option) (*GetGameSessionLogUrlOutput, error)

GetGameSessionLogUrlWithContext is the same as GetGameSessionLogUrl with the addition of the ability to pass a context and additional request options.

See GetGameSessionLogUrl for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) GetInstanceAccess

func (c *GameLift) GetInstanceAccess(input *GetInstanceAccessInput) (*GetInstanceAccessOutput, error)

GetInstanceAccess API operation for Amazon GameLift.

Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time.

To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request, as shown in one of the examples for this action.

To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned that contains the instance's IP address and a set of credentials.

Learn more

Remotely Access Fleet Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html)

Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html)

Related operations

* DescribeInstances

* GetInstanceAccess

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation GetInstanceAccess for usage and error information.

Returned Error Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess

func (*GameLift) GetInstanceAccessRequest

func (c *GameLift) GetInstanceAccessRequest(input *GetInstanceAccessInput) (req *request.Request, output *GetInstanceAccessOutput)

GetInstanceAccessRequest generates a "aws/request.Request" representing the client's request for the GetInstanceAccess operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See GetInstanceAccess for more information on using the GetInstanceAccess API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the GetInstanceAccessRequest method.
req, resp := client.GetInstanceAccessRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess

func (*GameLift) GetInstanceAccessWithContext

func (c *GameLift) GetInstanceAccessWithContext(ctx aws.Context, input *GetInstanceAccessInput, opts ...request.Option) (*GetInstanceAccessOutput, error)

GetInstanceAccessWithContext is the same as GetInstanceAccess with the addition of the ability to pass a context and additional request options.

See GetInstanceAccess for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ListAliases

func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error)

ListAliases API operation for Amazon GameLift.

Retrieves all aliases for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.

Returned aliases are not listed in any particular order.

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation ListAliases for usage and error information.

Returned Error Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases

func (*GameLift) ListAliasesRequest

func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Request, output *ListAliasesOutput)

ListAliasesRequest generates a "aws/request.Request" representing the client's request for the ListAliases operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ListAliases for more information on using the ListAliases API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ListAliasesRequest method.
req, resp := client.ListAliasesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases

func (*GameLift) ListAliasesWithContext

func (c *GameLift) ListAliasesWithContext(ctx aws.Context, input *ListAliasesInput, opts ...request.Option) (*ListAliasesOutput, error)

ListAliasesWithContext is the same as ListAliases with the addition of the ability to pass a context and additional request options.

See ListAliases for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ListBuilds

func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error)

ListBuilds API operation for Amazon GameLift.

Retrieves build resources for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages.

Build resources are not listed in any particular order.

Learn more

Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html)

Related operations

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

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 Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds

func (*GameLift) ListBuildsRequest

func (c *GameLift) ListBuildsRequest(input *ListBuildsInput) (req *request.Request, output *ListBuildsOutput)

ListBuildsRequest generates a "aws/request.Request" representing the client's request for the ListBuilds operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ListBuilds for more information on using the ListBuilds API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ListBuildsRequest method.
req, resp := client.ListBuildsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds

func (*GameLift) ListBuildsWithContext

func (c *GameLift) ListBuildsWithContext(ctx aws.Context, input *ListBuildsInput, opts ...request.Option) (*ListBuildsOutput, error)

ListBuildsWithContext is the same as ListBuilds with the addition of the ability to pass a context and additional request options.

See ListBuilds for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ListFleets

func (c *GameLift) ListFleets(input *ListFleetsInput) (*ListFleetsOutput, error)

ListFleets API operation for Amazon GameLift.

Retrieves a collection of fleet resources for this AWS account. You can filter the result set to find only those fleets that are deployed with a specific build or script. Use the pagination parameters to retrieve results in sequential pages.

Fleet resources are not listed in a particular order.

Learn more

Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* DescribeFleetAttributes

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

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 Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets

func (*GameLift) ListFleetsRequest

func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Request, output *ListFleetsOutput)

ListFleetsRequest generates a "aws/request.Request" representing the client's request for the ListFleets operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ListFleets for more information on using the ListFleets API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ListFleetsRequest method.
req, resp := client.ListFleetsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets

func (*GameLift) ListFleetsWithContext

func (c *GameLift) ListFleetsWithContext(ctx aws.Context, input *ListFleetsInput, opts ...request.Option) (*ListFleetsOutput, error)

ListFleetsWithContext is the same as ListFleets with the addition of the ability to pass a context and additional request options.

See ListFleets for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ListGameServerGroups

func (c *GameLift) ListGameServerGroups(input *ListGameServerGroupsInput) (*ListGameServerGroupsOutput, error)

ListGameServerGroups API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Retrieves information on all game servers groups that exist in the current AWS account for the selected region. Use the pagination parameters to retrieve results in a set of sequential pages.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html)

Related operations

* CreateGameServerGroup

* ListGameServerGroups

* DescribeGameServerGroup

* UpdateGameServerGroup

* DeleteGameServerGroup

* ResumeGameServerGroup

* SuspendGameServerGroup

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 ListGameServerGroups for usage and error information.

Returned Error Types:

* 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.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServerGroups

func (*GameLift) ListGameServerGroupsRequest

func (c *GameLift) ListGameServerGroupsRequest(input *ListGameServerGroupsInput) (req *request.Request, output *ListGameServerGroupsOutput)

ListGameServerGroupsRequest generates a "aws/request.Request" representing the client's request for the ListGameServerGroups operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ListGameServerGroups for more information on using the ListGameServerGroups API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ListGameServerGroupsRequest method.
req, resp := client.ListGameServerGroupsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServerGroups

func (*GameLift) ListGameServerGroupsWithContext

func (c *GameLift) ListGameServerGroupsWithContext(ctx aws.Context, input *ListGameServerGroupsInput, opts ...request.Option) (*ListGameServerGroupsOutput, error)

ListGameServerGroupsWithContext is the same as ListGameServerGroups with the addition of the ability to pass a context and additional request options.

See ListGameServerGroups for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ListGameServers

func (c *GameLift) ListGameServers(input *ListGameServersInput) (*ListGameServersOutput, error)

ListGameServers API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Retrieves information on all game servers that are currently running in a specified game server group. If there are custom key sort values for your game servers, you can opt to have the returned list sorted based on these values. Use the pagination parameters to retrieve results in a set of sequential pages.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html)

Related operations

* RegisterGameServer

* ListGameServers

* ClaimGameServer

* DescribeGameServer

* UpdateGameServer

* DeregisterGameServer

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 ListGameServers for usage and error information.

Returned Error Types:

* 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.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServers

func (*GameLift) ListGameServersRequest

func (c *GameLift) ListGameServersRequest(input *ListGameServersInput) (req *request.Request, output *ListGameServersOutput)

ListGameServersRequest generates a "aws/request.Request" representing the client's request for the ListGameServers operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ListGameServers for more information on using the ListGameServers API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ListGameServersRequest method.
req, resp := client.ListGameServersRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServers

func (*GameLift) ListGameServersWithContext

func (c *GameLift) ListGameServersWithContext(ctx aws.Context, input *ListGameServersInput, opts ...request.Option) (*ListGameServersOutput, error)

ListGameServersWithContext is the same as ListGameServers with the addition of the ability to pass a context and additional request options.

See ListGameServers for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ListScripts

func (c *GameLift) ListScripts(input *ListScriptsInput) (*ListScriptsOutput, error)

ListScripts API operation for Amazon GameLift.

Retrieves script records for all Realtime scripts that are associated with the AWS account in use.

Learn more

Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)

Related operations

* CreateScript

* ListScripts

* DescribeScript

* UpdateScript

* DeleteScript

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 ListScripts for usage and error information.

Returned Error Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListScripts

func (*GameLift) ListScriptsRequest

func (c *GameLift) ListScriptsRequest(input *ListScriptsInput) (req *request.Request, output *ListScriptsOutput)

ListScriptsRequest generates a "aws/request.Request" representing the client's request for the ListScripts operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ListScripts for more information on using the ListScripts API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ListScriptsRequest method.
req, resp := client.ListScriptsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListScripts

func (*GameLift) ListScriptsWithContext

func (c *GameLift) ListScriptsWithContext(ctx aws.Context, input *ListScriptsInput, opts ...request.Option) (*ListScriptsOutput, error)

ListScriptsWithContext is the same as ListScripts with the addition of the ability to pass a context and additional request options.

See ListScripts for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ListTagsForResource

func (c *GameLift) ListTagsForResource(input *ListTagsForResourceInput) (*ListTagsForResourceOutput, error)

ListTagsForResource API operation for Amazon GameLift.

Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This action handles the permissions necessary to manage tags for the following GameLift resource types:

* Build

* Script

* Fleet

* Alias

* GameSessionQueue

* MatchmakingConfiguration

* MatchmakingRuleSet

To list tags for a resource, specify the unique ARN value for the resource.

Learn more

Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS General Reference

AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/)

Related operations

* TagResource

* UntagResource

* ListTagsForResource

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 ListTagsForResource for usage and error information.

Returned Error Types:

* 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.

* TaggingFailedException
The requested tagging operation did not succeed. This may be due to invalid
tag format or the maximum tag limit may have been exceeded. Resolve the issue
before retrying.

* InternalServiceException
The service encountered an unrecoverable internal failure while processing
the request. Clients can retry such requests immediately or after a waiting
period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListTagsForResource

func (*GameLift) ListTagsForResourceRequest

func (c *GameLift) ListTagsForResourceRequest(input *ListTagsForResourceInput) (req *request.Request, output *ListTagsForResourceOutput)

ListTagsForResourceRequest generates a "aws/request.Request" representing the client's request for the ListTagsForResource operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ListTagsForResource for more information on using the ListTagsForResource API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ListTagsForResourceRequest method.
req, resp := client.ListTagsForResourceRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListTagsForResource

func (*GameLift) ListTagsForResourceWithContext

func (c *GameLift) ListTagsForResourceWithContext(ctx aws.Context, input *ListTagsForResourceInput, opts ...request.Option) (*ListTagsForResourceOutput, error)

ListTagsForResourceWithContext is the same as ListTagsForResource with the addition of the ability to pass a context and additional request options.

See ListTagsForResource for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) PutScalingPolicy

func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error)

PutScalingPolicy API operation for Amazon GameLift.

Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling.

Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences.

You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy--or to permanently remove it, you must delete the policy with DeleteScalingPolicy.

Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-autoscaling.html).

Target-based policy

A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action is needed to maintain that target.

For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer.

To create or update a target-based policy, specify a fleet ID and name, and set the policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.

Rule-based policy

A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action.

For example, a policy may make the following statement: "If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%."

A policy's rule statement has the following structure:

If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment].

To implement the example, the rule statement would look like this:

If [PercentIdleInstances] is [GreaterThanThreshold] [20] for [15] minutes, then [PercentChangeInCapacity] to/by [10].

To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to "RuleBased". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.

* DescribeFleetCapacity

* UpdateFleetCapacity

* DescribeEC2InstanceLimits

* Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies
(auto-scaling) DeleteScalingPolicy (auto-scaling)

* Manage fleet actions: StartFleetActions StopFleetActions

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 Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy

func (*GameLift) PutScalingPolicyRequest

func (c *GameLift) PutScalingPolicyRequest(input *PutScalingPolicyInput) (req *request.Request, output *PutScalingPolicyOutput)

PutScalingPolicyRequest generates a "aws/request.Request" representing the client's request for the PutScalingPolicy operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See PutScalingPolicy for more information on using the PutScalingPolicy API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the PutScalingPolicyRequest method.
req, resp := client.PutScalingPolicyRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy

func (*GameLift) PutScalingPolicyWithContext

func (c *GameLift) PutScalingPolicyWithContext(ctx aws.Context, input *PutScalingPolicyInput, opts ...request.Option) (*PutScalingPolicyOutput, error)

PutScalingPolicyWithContext is the same as PutScalingPolicy with the addition of the ability to pass a context and additional request options.

See PutScalingPolicy for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) RegisterGameServer

func (c *GameLift) RegisterGameServer(input *RegisterGameServerInput) (*RegisterGameServerOutput, error)

RegisterGameServer API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Creates a new game server resource and notifies GameLift FleetIQ that the game server is ready to host gameplay and players. This action is called by a game server process that is running on an instance in a game server group. Registering game servers enables GameLift FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session.

To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data; when a game client or service requests a game server by calling ClaimGameServer, this information is returned in response.

Once a game server is successfully registered, it is put in status AVAILABLE. A request to register a game server may fail if the instance it is in the process of shutting down as part of instance rebalancing or scale-down activity.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html)

Related operations

* RegisterGameServer

* ListGameServers

* ClaimGameServer

* DescribeGameServer

* UpdateGameServer

* DeregisterGameServer

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 RegisterGameServer for usage and error information.

Returned Error Types:

* 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.

* UnauthorizedException
The client failed authentication. 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.

* LimitExceededException
The requested operation would cause the resource to exceed the allowed service
limit. Resolve the issue before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RegisterGameServer

func (*GameLift) RegisterGameServerRequest

func (c *GameLift) RegisterGameServerRequest(input *RegisterGameServerInput) (req *request.Request, output *RegisterGameServerOutput)

RegisterGameServerRequest generates a "aws/request.Request" representing the client's request for the RegisterGameServer operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See RegisterGameServer for more information on using the RegisterGameServer API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the RegisterGameServerRequest method.
req, resp := client.RegisterGameServerRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RegisterGameServer

func (*GameLift) RegisterGameServerWithContext

func (c *GameLift) RegisterGameServerWithContext(ctx aws.Context, input *RegisterGameServerInput, opts ...request.Option) (*RegisterGameServerOutput, error)

RegisterGameServerWithContext is the same as RegisterGameServer with the addition of the ability to pass a context and additional request options.

See RegisterGameServer for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) RequestUploadCredentials

func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error)

RequestUploadCredentials API operation for Amazon GameLift.

Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild.

To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.

Learn more

Create a Build with Files in S3 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build)

Related operations

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

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 Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials

func (*GameLift) RequestUploadCredentialsRequest

func (c *GameLift) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) (req *request.Request, output *RequestUploadCredentialsOutput)

RequestUploadCredentialsRequest generates a "aws/request.Request" representing the client's request for the RequestUploadCredentials operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See RequestUploadCredentials for more information on using the RequestUploadCredentials API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the RequestUploadCredentialsRequest method.
req, resp := client.RequestUploadCredentialsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials

func (*GameLift) RequestUploadCredentialsWithContext

func (c *GameLift) RequestUploadCredentialsWithContext(ctx aws.Context, input *RequestUploadCredentialsInput, opts ...request.Option) (*RequestUploadCredentialsOutput, error)

RequestUploadCredentialsWithContext is the same as RequestUploadCredentials with the addition of the ability to pass a context and additional request options.

See RequestUploadCredentials for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ResolveAlias

func (c *GameLift) ResolveAlias(input *ResolveAliasInput) (*ResolveAliasOutput, error)

ResolveAlias API operation for Amazon GameLift.

Retrieves the fleet ID that an alias is currently pointing to.

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation ResolveAlias for usage and error information.

Returned Error Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias

func (*GameLift) ResolveAliasRequest

func (c *GameLift) ResolveAliasRequest(input *ResolveAliasInput) (req *request.Request, output *ResolveAliasOutput)

ResolveAliasRequest generates a "aws/request.Request" representing the client's request for the ResolveAlias operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ResolveAlias for more information on using the ResolveAlias API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ResolveAliasRequest method.
req, resp := client.ResolveAliasRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias

func (*GameLift) ResolveAliasWithContext

func (c *GameLift) ResolveAliasWithContext(ctx aws.Context, input *ResolveAliasInput, opts ...request.Option) (*ResolveAliasOutput, error)

ResolveAliasWithContext is the same as ResolveAlias with the addition of the ability to pass a context and additional request options.

See ResolveAlias for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ResumeGameServerGroup

func (c *GameLift) ResumeGameServerGroup(input *ResumeGameServerGroupInput) (*ResumeGameServerGroupOutput, error)

ResumeGameServerGroup API operation for Amazon GameLift.

This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.

Reinstates activity on a game server group after it has been suspended. A game server group may be suspended by calling SuspendGameServerGroup, or it may have been involuntarily suspended due to a configuration problem. You can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended.

To resume activity, specify a game server group ARN and the type of activity to be resumed.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html)

Related operations

* CreateGameServerGroup

* ListGameServerGroups

* DescribeGameServerGroup

* UpdateGameServerGroup

* DeleteGameServerGroup

* ResumeGameServerGroup

* SuspendGameServerGroup

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 ResumeGameServerGroup for usage and error information.

Returned Error Types:

* 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.

* UnauthorizedException
The client failed authentication. 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResumeGameServerGroup

func (*GameLift) ResumeGameServerGroupRequest

func (c *GameLift) ResumeGameServerGroupRequest(input *ResumeGameServerGroupInput) (req *request.Request, output *ResumeGameServerGroupOutput)

ResumeGameServerGroupRequest generates a "aws/request.Request" representing the client's request for the ResumeGameServerGroup operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ResumeGameServerGroup for more information on using the ResumeGameServerGroup API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ResumeGameServerGroupRequest method.
req, resp := client.ResumeGameServerGroupRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResumeGameServerGroup

func (*GameLift) ResumeGameServerGroupWithContext

func (c *GameLift) ResumeGameServerGroupWithContext(ctx aws.Context, input *ResumeGameServerGroupInput, opts ...request.Option) (*ResumeGameServerGroupOutput, error)

ResumeGameServerGroupWithContext is the same as ResumeGameServerGroup with the addition of the ability to pass a context and additional request options.

See ResumeGameServerGroup for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) SearchGameSessions

func (c *GameLift) SearchGameSessions(input *SearchGameSessionsInput) (*SearchGameSessionsOutput, error)

SearchGameSessions API operation for Amazon GameLift.

Retrieves all active game sessions that match a set of search criteria and sorts them in a specified order. You can search or sort by the following game session attributes:

* gameSessionId -- A unique identifier for the game session. You can use
either a GameSessionId or GameSessionArn value.

* gameSessionName -- Name assigned to a game session. This value is set
when requesting a new game session with CreateGameSession or updating
with UpdateGameSession. Game session names do not need to be unique to
a game session.

* gameSessionProperties -- Custom data defined in a game session's GameProperty
parameter. GameProperty values are stored as key:value pairs; the filter
expression must indicate the key and a string to search the data values
for. For example, to search for game sessions with custom data containing
the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode
= "brawl". All custom data values are searched as strings.

* maximumSessions -- Maximum number of player sessions allowed for a game
session. This value is set when requesting a new game session with CreateGameSession
or updating with UpdateGameSession.

* creationTimeMillis -- Value indicating when a game session was created.
It is expressed in Unix time as milliseconds.

* playerSessionCount -- Number of players currently connected to a game
session. This value changes rapidly as players join the session or drop
out.

* hasAvailablePlayerSessions -- Boolean value indicating whether a game
session has reached its maximum number of players. It is highly recommended
that all search requests include this filter attribute to optimize search
performance and return only sessions that players can join.

Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.

To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. If successful, a collection of GameSession objects matching the request is returned. Use the pagination parameters to retrieve results as a set of sequential pages.

You can search for game sessions one fleet at a time only. To find game sessions across multiple fleets, you must search each fleet separately and combine the results. This search feature finds only game sessions that are in ACTIVE status. To locate games in statuses other than active, use DescribeGameSessionDetails.

* CreateGameSession

* DescribeGameSessions

* DescribeGameSessionDetails

* SearchGameSessions

* UpdateGameSession

* GetGameSessionLogUrl

* Game session placements StartGameSessionPlacement DescribeGameSessionPlacement
StopGameSessionPlacement

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 Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions

func (*GameLift) SearchGameSessionsRequest

func (c *GameLift) SearchGameSessionsRequest(input *SearchGameSessionsInput) (req *request.Request, output *SearchGameSessionsOutput)

SearchGameSessionsRequest generates a "aws/request.Request" representing the client's request for the SearchGameSessions operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See SearchGameSessions for more information on using the SearchGameSessions API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the SearchGameSessionsRequest method.
req, resp := client.SearchGameSessionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions

func (*GameLift) SearchGameSessionsWithContext

func (c *GameLift) SearchGameSessionsWithContext(ctx aws.Context, input *SearchGameSessionsInput, opts ...request.Option) (*SearchGameSessionsOutput, error)

SearchGameSessionsWithContext is the same as SearchGameSessions with the addition of the ability to pass a context and additional request options.

See SearchGameSessions for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) StartFleetActions

func (c *GameLift) StartFleetActions(input *StartFleetActionsInput) (*StartFleetActionsOutput, error)

StartFleetActions API operation for Amazon GameLift.

Resumes activity on a fleet that was suspended with StopFleetActions. Currently, this operation is used to restart a fleet's auto-scaling activity.

To start fleet actions, specify the fleet ID and the type of actions to restart. When auto-scaling fleet actions are restarted, Amazon GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet were never stopped, this operation will have no effect. You can view a fleet's stopped actions using DescribeFleetAttributes.

Learn more

Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* DescribeFleetAttributes

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

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 StartFleetActions for usage and error information.

Returned Error Types:

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActions

func (*GameLift) StartFleetActionsRequest

func (c *GameLift) StartFleetActionsRequest(input *StartFleetActionsInput) (req *request.Request, output *StartFleetActionsOutput)

StartFleetActionsRequest generates a "aws/request.Request" representing the client's request for the StartFleetActions operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See StartFleetActions for more information on using the StartFleetActions API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the StartFleetActionsRequest method.
req, resp := client.StartFleetActionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActions

func (*GameLift) StartFleetActionsWithContext

func (c *GameLift) StartFleetActionsWithContext(ctx aws.Context, input *StartFleetActionsInput, opts ...request.Option) (*StartFleetActionsOutput, error)

StartFleetActionsWithContext is the same as StartFleetActions with the addition of the ability to pass a context and additional request options.

See StartFleetActions for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) StartGameSessionPlacement

func (c *GameLift) StartGameSessionPlacement(input *StartGameSessionPlacementInput) (*StartGameSessionPlacementOutput, error)

StartGameSessionPlacement API operation for Amazon GameLift.

Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.

A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.

When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.

Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players.

To place a new game session request, specify the following:

* The queue name and a set of game session properties and settings

* A unique ID (such as a UUID) for the placement. You use this ID to track
the status of the placement request

* (Optional) A set of player data and a unique player ID for each player
that you are joining to the new game session (player data is optional,
but if you include it, you must also provide a unique ID for each player)

* Latency data for all players (if you want to optimize game play for
the players)

If successful, a new game session placement is created.

To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.

* CreateGameSession

* DescribeGameSessions

* DescribeGameSessionDetails

* SearchGameSessions

* UpdateGameSession

* GetGameSessionLogUrl

* Game session placements StartGameSessionPlacement DescribeGameSessionPlacement
StopGameSessionPlacement

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation StartGameSessionPlacement for usage and error information.

Returned Error Types:

* 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.

* 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.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement

func (*GameLift) StartGameSessionPlacementRequest

func (c *GameLift) StartGameSessionPlacementRequest(input *StartGameSessionPlacementInput) (req *request.Request, output *StartGameSessionPlacementOutput)

StartGameSessionPlacementRequest generates a "aws/request.Request" representing the client's request for the StartGameSessionPlacement operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See StartGameSessionPlacement for more information on using the StartGameSessionPlacement API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the StartGameSessionPlacementRequest method.
req, resp := client.StartGameSessionPlacementRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement

func (*GameLift) StartGameSessionPlacementWithContext

func (c *GameLift) StartGameSessionPlacementWithContext(ctx aws.Context, input *StartGameSessionPlacementInput, opts ...request.Option) (*StartGameSessionPlacementOutput, error)

StartGameSessionPlacementWithContext is the same as StartGameSessionPlacement with the addition of the ability to pass a context and additional request options.

See StartGameSessionPlacement for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) StartMatchBackfill

func (c *GameLift) StartMatchBackfill(input *StartMatchBackfillInput) (*StartMatchBackfillOutput, error)

StartMatchBackfill API operation for Amazon GameLift.

Finds new players to fill open slots in an existing game session. This operation can be used to add players to matched games that start with fewer than the maximum number of players or to replace players when they drop out. By backfilling with the same matchmaker used to create the original match, you ensure that new players meet the match criteria and maintain a consistent experience throughout the game session. You can backfill a match anytime after a game session has been created.

To request a match backfill, specify a unique ticket ID, the existing game session's ARN, a matchmaking configuration, and a set of data that describes all current players in the game session. If successful, a match backfill ticket is created and returned with status set to QUEUED. The ticket is placed in the matchmaker's ticket pool and processed. Track the status of the ticket to respond as needed.

The process of finding backfill matches is essentially identical to the initial matchmaking process. The matchmaker searches the pool and groups tickets together to form potential matches, allowing only one backfill ticket per potential match. Once the a match is formed, the matchmaker creates player sessions for the new players. All tickets in the match are updated with the game session's connection information, and the GameSession object is updated to include matchmaker data on the new players. For more detail on how match backfill requests are processed, see How Amazon GameLift FlexMatch Works (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html).

Learn more

Backfill Existing Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-backfill.html)

How GameLift FlexMatch Works (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html)

Related operations

* StartMatchmaking

* DescribeMatchmaking

* StopMatchmaking

* AcceptMatch

* StartMatchBackfill

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 StartMatchBackfill for usage and error information.

Returned Error Types:

* 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.

* UnsupportedRegionException
The requested operation is not supported in the Region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill

func (*GameLift) StartMatchBackfillRequest

func (c *GameLift) StartMatchBackfillRequest(input *StartMatchBackfillInput) (req *request.Request, output *StartMatchBackfillOutput)

StartMatchBackfillRequest generates a "aws/request.Request" representing the client's request for the StartMatchBackfill operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See StartMatchBackfill for more information on using the StartMatchBackfill API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the StartMatchBackfillRequest method.
req, resp := client.StartMatchBackfillRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill

func (*GameLift) StartMatchBackfillWithContext

func (c *GameLift) StartMatchBackfillWithContext(ctx aws.Context, input *StartMatchBackfillInput, opts ...request.Option) (*StartMatchBackfillOutput, error)

StartMatchBackfillWithContext is the same as StartMatchBackfill with the addition of the ability to pass a context and additional request options.

See StartMatchBackfill for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) StartMatchmaking

func (c *GameLift) StartMatchmaking(input *StartMatchmakingInput) (*StartMatchmakingOutput, error)

StartMatchmaking API operation for Amazon GameLift.

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new game for the matched players. Each matchmaking request specifies the type of match to build (team configuration, rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to host the new game session for optimal performance. A matchmaking request might start with a single player or a group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match type, rules, and the queue used to place a new game session are defined in a MatchmakingConfiguration.

To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If successful, a matchmaking ticket is returned with status set to QUEUED. Track the status of the ticket to respond as needed and acquire game session connection information for successfully completed matches.

Tracking ticket status -- A couple of options are available for tracking the status of matchmaking requests:

* Polling -- Call DescribeMatchmaking. This operation returns the full
ticket object, including current status and (for completed tickets) game
session connection info. We recommend polling no more than once every
10 seconds.

* Notifications -- Get event notifications for changes in ticket status
using Amazon Simple Notification Service (SNS). Notifications are easy
to set up (see CreateMatchmakingConfiguration) and typically deliver match
status changes faster and more efficiently than polling. We recommend
that you use polling to back up to notifications (since delivery is not
guaranteed) and call DescribeMatchmaking only when notifications are not
received within 30 seconds.

Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows:

Your client code submits a StartMatchmaking request for one or more players and tracks the status of the request ticket.

FlexMatch uses this ticket and others in process to build an acceptable match. When a potential match is identified, all t