gamelift - ActiveState ActiveGo 1.8
...

Package gamelift

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

Overview ▾

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

Amazon GameLift is a managed service for developers who need a scalable, dedicated server solution for their multiplayer games. Amazon GameLift provides tools to acquire computing resources and deploy game servers, scale game server capacity to meet player demand, and track in-depth metrics on player usage and server performance.

The Amazon GameLift service API includes important features:

* Find game sessions and match players to games – Retrieve information
on available game sessions; create new game sessions; send player requests
to join a game session.

* Configure and manage game server resources – Manage builds, fleets,
queues, and aliases; set autoscaling policies; retrieve logs and metrics.

This reference guide describes the low-level service API for Amazon GameLift. We recommend using either the Amazon Web Services software development kit (AWS SDK (http://aws.amazon.com/tools/#sdk)), available in multiple languages, or the AWS command-line interface (http://aws.amazon.com/cli/) (CLI) tool. Both of these align with the low-level service API. In addition, you can use the AWS Management Console (https://console.aws.amazon.com/gamelift/home) for Amazon GameLift for many administrative actions.

You can use some API actions with Amazon GameLift Local, a testing tool that lets you test your game integration locally before deploying on Amazon GameLift. You can call these APIs from the AWS CLI or programmatically; API calls to Amazon GameLift Local servers perform exactly as they do when calling Amazon GameLift web servers. For more information on using Amazon GameLift Local, see Testing an Integration (http://docs.aws.amazon.com/gamelift/latest/developerguide/integration-testing-local.html).

MORE RESOURCES

* Amazon GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/)
– Learn more about Amazon GameLift features and how to use them.

* Lumberyard and Amazon GameLift Tutorials (https://gamedev.amazon.com/forums/tutorials)
– Get started fast with walkthroughs and sample projects.

* GameDev Blog (http://aws.amazon.com/blogs/gamedev/) – Stay up to date
with new features and techniques.

* GameDev Forums (https://gamedev.amazon.com/forums/spaces/123/gamelift-discussion.html)
– Connect with the GameDev community.

* Amazon GameLift Document History (http://docs.aws.amazon.com/gamelift/latest/developerguide/doc-history.html)
– See changes to the Amazon GameLift service, SDKs, and documentation,
as well as links to release notes.

API SUMMARY

This list offers a functional overview of the Amazon GameLift service API.

Finding Games and Joining Players

You can enable players to connect to game servers on Amazon GameLift from a game client or through a game service (such as a matchmaking service). You can use these operations to discover actively running game or start new games. You can also match players to games, either singly or as a group.

* Discover existing game sessions

SearchGameSessions – Get all available game sessions or search for game sessions

that match a set of criteria. Available in Amazon GameLift Local.

* Start a new game session

Game session placement – Use a queue to process new game session requests

and create game sessions on fleets designated for the queue.

StartGameSessionPlacement – Request a new game session placement and add

one or more players to it.

DescribeGameSessionPlacement – Get details on a placement request, including

status.

StopGameSessionPlacement – Cancel a placement request.

CreateGameSession – Start a new game session on a specific fleet. Available

in Amazon GameLift Local.

* Manage game session objects

DescribeGameSessions – Retrieve metadata for one or more game sessions, including

length of time active and current player count. Available in Amazon GameLift
Local.

DescribeGameSessionDetails – Retrieve metadata and the game session protection

setting for one or more game sessions.

UpdateGameSession – Change game session settings, such as maximum player

count and join policy.

GetGameSessionLogUrl – Get the location of saved logs for a game session.

* Manage player sessions objects

CreatePlayerSession – Send a request for a player to join a game session.

Available in Amazon GameLift Local.

CreatePlayerSessions – Send a request for multiple players to join a game

session. Available in Amazon GameLift Local.

DescribePlayerSessions – Get details on player activity, including status,

playing time, and player data. Available in Amazon GameLift Local.

Setting Up and Managing Game Servers

When setting up Amazon GameLift, first create a game build and upload the files to Amazon GameLift. Then use these operations to set up a fleet of resources to run your game servers. Manage games to scale capacity, adjust configuration settings, access raw utilization data, and more.

* Manage game builds

CreateBuild – Create a new build by uploading files stored in an Amazon S3

bucket. (To create a build stored at a local file location, use the AWS
CLI command upload-build.)

ListBuilds – Get a list of all builds uploaded to a Amazon GameLift region.

DescribeBuild – Retrieve information associated with a build.

UpdateBuild – Change build metadata, including build name and version.

DeleteBuild – Remove a build from Amazon GameLift.

* Manage fleets

CreateFleet – Configure and activate a new fleet to run a build's game servers.

DeleteFleet – Terminate a fleet that is no longer running game servers or

hosting players.

View / update fleet configurations.

ListFleets – Get a list of all fleet IDs in a Amazon GameLift region (all

statuses).

DescribeFleetAttributes / UpdateFleetAttributes – View or change a fleet's

metadata and settings for game session protection and resource creation
limits.

DescribeFleetPortSettings / UpdateFleetPortSettings – View or change the

inbound permissions (IP address and port setting ranges) allowed for a
fleet.

DescribeRuntimeConfiguration / UpdateRuntimeConfiguration – View or change

what server processes (and how many) to run on each instance in a fleet.

DescribeInstances – Get information on each instance in a fleet, including

instance ID, IP address, and status.

* Control fleet capacity

DescribeEC2InstanceLimits – Retrieve maximum number of instances allowed

for the current AWS account and the current usage level.

DescribeFleetCapacity / UpdateFleetCapacity – Retrieve the capacity settings

and the current number of instances in a fleet; adjust fleet capacity
settings to scale up or down.

Autoscale – Manage autoscaling rules and apply them to a fleet.

PutScalingPolicy – Create a new autoscaling policy, or update an existing

one.

DescribeScalingPolicies – Retrieve an existing autoscaling policy.

DeleteScalingPolicy – Delete an autoscaling policy and stop it from affecting

a fleet's capacity.

* Access fleet activity statistics

DescribeFleetUtilization – Get current data on the number of server processes,

game sessions, and players currently active on a fleet.

DescribeFleetEvents – Get a fleet's logged events for a specified time span.

DescribeGameSessions – Retrieve metadata associated with one or more game

sessions, including length of time active and current player count.

* Remotely access an instance

GetInstanceAccess – Request access credentials needed to remotely connect

to a specified instance in a fleet.

* Manage fleet aliases

CreateAlias – Define a new alias and optionally assign it to a fleet.

ListAliases – Get all fleet aliases defined in a Amazon GameLift region.

DescribeAlias – Retrieve information on an existing alias.

UpdateAlias – Change settings for a alias, such as redirecting it from one

fleet to another.

DeleteAlias – Remove an alias from the region.

ResolveAlias – Get the fleet ID that a specified alias points to.

* Manage game session queues

CreateGameSessionQueue – Create a queue for processing requests for new game

sessions.

DescribeGameSessionQueues – Get data on all game session queues defined in

a Amazon GameLift region.

UpdateGameSessionQueue – Change the configuration of a game session queue.

DeleteGameSessionQueue – Remove a game session queue from the region.

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 use the client for Amazon GameLift you will first need to create a new instance of it.

When creating a client for an AWS service you'll first need to have a Session already created. The Session provides configuration that can be shared between multiple service clients. Additional configuration can be applied to the Session and service's client when they are constructed. The aws package's Config type contains several fields such as Region for the AWS Region the client should make API requests too. The optional Config value can be provided as the variadic argument for Sessions and client creation.

Once the service's client is created you can use it to make API requests the AWS service. These clients are safe to use concurrently.

// Create a session to share configuration, and load external configuration.
sess := session.Must(session.NewSession())

// Create the service's client with the session.
svc := gamelift.New(sess)

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

See aws package's Config type for more information on configuration options. https://docs.aws.amazon.com/sdk-for-go/api/aws/#Config

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

Once the client is created you can make an API request to the service. Each API method takes a input parameter, and returns the service response and an error.

The API method will document which error codes the service can be returned by the operation if the service models the API operation's errors. These errors will also be available as const strings prefixed with "ErrCode".

result, err := svc.CreateAlias(params)
if err != nil {
    // Cast err to awserr.Error to handle specific error codes.
    aerr, ok := err.(awserr.Error)
    if ok && aerr.Code() == <error code to check for> {
        // Specific error code handling
    }
    return err
}

fmt.Println("CreateAlias result:")
fmt.Println(result)

Using the Client with Context

The service's client also provides methods to make API requests with a Context value. This allows you to control the timeout, and cancellation of pending requests. These methods also take request Option as variadic parameter to apply additional configuration to the API request.

ctx := context.Background()

result, err := svc.CreateAliasWithContext(ctx, params)

See the request package documentation for more information on using Context pattern with the SDK. https://docs.aws.amazon.com/sdk-for-go/api/aws/request/

Index ▾

Constants
type Alias
    func (s Alias) GoString() string
    func (s *Alias) SetAliasArn(v string) *Alias
    func (s *Alias) SetAliasId(v string) *Alias
    func (s *Alias) SetCreationTime(v time.Time) *Alias
    func (s *Alias) SetDescription(v string) *Alias
    func (s *Alias) SetLastUpdatedTime(v time.Time) *Alias
    func (s *Alias) SetName(v string) *Alias
    func (s *Alias) SetRoutingStrategy(v *RoutingStrategy) *Alias
    func (s Alias) String() string
type AwsCredentials
    func (s AwsCredentials) GoString() string
    func (s *AwsCredentials) SetAccessKeyId(v string) *AwsCredentials
    func (s *AwsCredentials) SetSecretAccessKey(v string) *AwsCredentials
    func (s *AwsCredentials) SetSessionToken(v string) *AwsCredentials
    func (s AwsCredentials) String() string
type Build
    func (s Build) GoString() string
    func (s *Build) SetBuildId(v string) *Build
    func (s *Build) SetCreationTime(v time.Time) *Build
    func (s *Build) SetName(v string) *Build
    func (s *Build) SetOperatingSystem(v string) *Build
    func (s *Build) SetSizeOnDisk(v int64) *Build
    func (s *Build) SetStatus(v string) *Build
    func (s *Build) SetVersion(v string) *Build
    func (s Build) String() string
type CreateAliasInput
    func (s CreateAliasInput) GoString() string
    func (s *CreateAliasInput) SetDescription(v string) *CreateAliasInput
    func (s *CreateAliasInput) SetName(v string) *CreateAliasInput
    func (s *CreateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *CreateAliasInput
    func (s CreateAliasInput) String() string
    func (s *CreateAliasInput) Validate() error
type CreateAliasOutput
    func (s CreateAliasOutput) GoString() string
    func (s *CreateAliasOutput) SetAlias(v *Alias) *CreateAliasOutput
    func (s CreateAliasOutput) String() string
type CreateBuildInput
    func (s CreateBuildInput) GoString() string
    func (s *CreateBuildInput) SetName(v string) *CreateBuildInput
    func (s *CreateBuildInput) SetOperatingSystem(v string) *CreateBuildInput
    func (s *CreateBuildInput) SetStorageLocation(v *S3Location) *CreateBuildInput
    func (s *CreateBuildInput) SetVersion(v string) *CreateBuildInput
    func (s CreateBuildInput) String() string
    func (s *CreateBuildInput) Validate() error
type CreateBuildOutput
    func (s CreateBuildOutput) GoString() string
    func (s *CreateBuildOutput) SetBuild(v *Build) *CreateBuildOutput
    func (s *CreateBuildOutput) SetStorageLocation(v *S3Location) *CreateBuildOutput
    func (s *CreateBuildOutput) SetUploadCredentials(v *AwsCredentials) *CreateBuildOutput
    func (s CreateBuildOutput) String() string
type CreateFleetInput
    func (s CreateFleetInput) GoString() string
    func (s *CreateFleetInput) SetBuildId(v string) *CreateFleetInput
    func (s *CreateFleetInput) SetDescription(v string) *CreateFleetInput
    func (s *CreateFleetInput) SetEC2InboundPermissions(v []*IpPermission) *CreateFleetInput
    func (s *CreateFleetInput) SetEC2InstanceType(v string) *CreateFleetInput
    func (s *CreateFleetInput) SetLogPaths(v []*string) *CreateFleetInput
    func (s *CreateFleetInput) SetMetricGroups(v []*string) *CreateFleetInput
    func (s *CreateFleetInput) SetName(v string) *CreateFleetInput
    func (s *CreateFleetInput) SetNewGameSessionProtectionPolicy(v string) *CreateFleetInput
    func (s *CreateFleetInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *CreateFleetInput
    func (s *CreateFleetInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *CreateFleetInput
    func (s *CreateFleetInput) SetServerLaunchParameters(v string) *CreateFleetInput
    func (s *CreateFleetInput) SetServerLaunchPath(v string) *CreateFleetInput
    func (s CreateFleetInput) String() string
    func (s *CreateFleetInput) Validate() error
type CreateFleetOutput
    func (s CreateFleetOutput) GoString() string
    func (s *CreateFleetOutput) SetFleetAttributes(v *FleetAttributes) *CreateFleetOutput
    func (s CreateFleetOutput) String() string
type CreateGameSessionInput
    func (s CreateGameSessionInput) GoString() string
    func (s *CreateGameSessionInput) SetAliasId(v string) *CreateGameSessionInput
    func (s *CreateGameSessionInput) SetCreatorId(v string) *CreateGameSessionInput
    func (s *CreateGameSessionInput) SetFleetId(v string) *CreateGameSessionInput
    func (s *CreateGameSessionInput) SetGameProperties(v []*GameProperty) *CreateGameSessionInput
    func (s *CreateGameSessionInput) SetGameSessionId(v string) *CreateGameSessionInput
    func (s *CreateGameSessionInput) SetIdempotencyToken(v string) *CreateGameSessionInput
    func (s *CreateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *CreateGameSessionInput
    func (s *CreateGameSessionInput) SetName(v string) *CreateGameSessionInput
    func (s CreateGameSessionInput) String() string
    func (s *CreateGameSessionInput) Validate() error
type CreateGameSessionOutput
    func (s CreateGameSessionOutput) GoString() string
    func (s *CreateGameSessionOutput) SetGameSession(v *GameSession) *CreateGameSessionOutput
    func (s CreateGameSessionOutput) String() string
type CreateGameSessionQueueInput
    func (s CreateGameSessionQueueInput) GoString() string
    func (s *CreateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *CreateGameSessionQueueInput
    func (s *CreateGameSessionQueueInput) SetName(v string) *CreateGameSessionQueueInput
    func (s *CreateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *CreateGameSessionQueueInput
    func (s *CreateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *CreateGameSessionQueueInput
    func (s CreateGameSessionQueueInput) String() string
    func (s *CreateGameSessionQueueInput) Validate() error
type CreateGameSessionQueueOutput
    func (s CreateGameSessionQueueOutput) GoString() string
    func (s *CreateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) *CreateGameSessionQueueOutput
    func (s CreateGameSessionQueueOutput) String() string
type CreatePlayerSessionInput
    func (s CreatePlayerSessionInput) GoString() string
    func (s *CreatePlayerSessionInput) SetGameSessionId(v string) *CreatePlayerSessionInput
    func (s *CreatePlayerSessionInput) SetPlayerData(v string) *CreatePlayerSessionInput
    func (s *CreatePlayerSessionInput) SetPlayerId(v string) *CreatePlayerSessionInput
    func (s CreatePlayerSessionInput) String() string
    func (s *CreatePlayerSessionInput) Validate() error
type CreatePlayerSessionOutput
    func (s CreatePlayerSessionOutput) GoString() string
    func (s *CreatePlayerSessionOutput) SetPlayerSession(v *PlayerSession) *CreatePlayerSessionOutput
    func (s CreatePlayerSessionOutput) String() string
type CreatePlayerSessionsInput
    func (s CreatePlayerSessionsInput) GoString() string
    func (s *CreatePlayerSessionsInput) SetGameSessionId(v string) *CreatePlayerSessionsInput
    func (s *CreatePlayerSessionsInput) SetPlayerDataMap(v map[string]*string) *CreatePlayerSessionsInput
    func (s *CreatePlayerSessionsInput) SetPlayerIds(v []*string) *CreatePlayerSessionsInput
    func (s CreatePlayerSessionsInput) String() string
    func (s *CreatePlayerSessionsInput) Validate() error
type CreatePlayerSessionsOutput
    func (s CreatePlayerSessionsOutput) GoString() string
    func (s *CreatePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *CreatePlayerSessionsOutput
    func (s CreatePlayerSessionsOutput) String() string
type DeleteAliasInput
    func (s DeleteAliasInput) GoString() string
    func (s *DeleteAliasInput) SetAliasId(v string) *DeleteAliasInput
    func (s DeleteAliasInput) String() string
    func (s *DeleteAliasInput) Validate() error
type DeleteAliasOutput
    func (s DeleteAliasOutput) GoString() string
    func (s DeleteAliasOutput) String() string
type DeleteBuildInput
    func (s DeleteBuildInput) GoString() string
    func (s *DeleteBuildInput) SetBuildId(v string) *DeleteBuildInput
    func (s DeleteBuildInput) String() string
    func (s *DeleteBuildInput) Validate() error
type DeleteBuildOutput
    func (s DeleteBuildOutput) GoString() string
    func (s DeleteBuildOutput) String() string
type DeleteFleetInput
    func (s DeleteFleetInput) GoString() string
    func (s *DeleteFleetInput) SetFleetId(v string) *DeleteFleetInput
    func (s DeleteFleetInput) String() string
    func (s *DeleteFleetInput) Validate() error
type DeleteFleetOutput
    func (s DeleteFleetOutput) GoString() string
    func (s DeleteFleetOutput) String() string
type DeleteGameSessionQueueInput
    func (s DeleteGameSessionQueueInput) GoString() string
    func (s *DeleteGameSessionQueueInput) SetName(v string) *DeleteGameSessionQueueInput
    func (s DeleteGameSessionQueueInput) String() string
    func (s *DeleteGameSessionQueueInput) Validate() error
type DeleteGameSessionQueueOutput
    func (s DeleteGameSessionQueueOutput) GoString() string
    func (s DeleteGameSessionQueueOutput) String() string
type DeleteScalingPolicyInput
    func (s DeleteScalingPolicyInput) GoString() string
    func (s *DeleteScalingPolicyInput) SetFleetId(v string) *DeleteScalingPolicyInput
    func (s *DeleteScalingPolicyInput) SetName(v string) *DeleteScalingPolicyInput
    func (s DeleteScalingPolicyInput) String() string
    func (s *DeleteScalingPolicyInput) Validate() error
type DeleteScalingPolicyOutput
    func (s DeleteScalingPolicyOutput) GoString() string
    func (s DeleteScalingPolicyOutput) String() string
type DescribeAliasInput
    func (s DescribeAliasInput) GoString() string
    func (s *DescribeAliasInput) SetAliasId(v string) *DescribeAliasInput
    func (s DescribeAliasInput) String() string
    func (s *DescribeAliasInput) Validate() error
type DescribeAliasOutput
    func (s DescribeAliasOutput) GoString() string
    func (s *DescribeAliasOutput) SetAlias(v *Alias) *DescribeAliasOutput
    func (s DescribeAliasOutput) String() string
type DescribeBuildInput
    func (s DescribeBuildInput) GoString() string
    func (s *DescribeBuildInput) SetBuildId(v string) *DescribeBuildInput
    func (s DescribeBuildInput) String() string
    func (s *DescribeBuildInput) Validate() error
type DescribeBuildOutput
    func (s DescribeBuildOutput) GoString() string
    func (s *DescribeBuildOutput) SetBuild(v *Build) *DescribeBuildOutput
    func (s DescribeBuildOutput) String() string
type DescribeEC2InstanceLimitsInput
    func (s DescribeEC2InstanceLimitsInput) GoString() string
    func (s *DescribeEC2InstanceLimitsInput) SetEC2InstanceType(v string) *DescribeEC2InstanceLimitsInput
    func (s DescribeEC2InstanceLimitsInput) String() string
type DescribeEC2InstanceLimitsOutput
    func (s DescribeEC2InstanceLimitsOutput) GoString() string
    func (s *DescribeEC2InstanceLimitsOutput) SetEC2InstanceLimits(v []*EC2InstanceLimit) *DescribeEC2InstanceLimitsOutput
    func (s DescribeEC2InstanceLimitsOutput) String() string
type DescribeFleetAttributesInput
    func (s DescribeFleetAttributesInput) GoString() string
    func (s *DescribeFleetAttributesInput) SetFleetIds(v []*string) *DescribeFleetAttributesInput
    func (s *DescribeFleetAttributesInput) SetLimit(v int64) *DescribeFleetAttributesInput
    func (s *DescribeFleetAttributesInput) SetNextToken(v string) *DescribeFleetAttributesInput
    func (s DescribeFleetAttributesInput) String() string
    func (s *DescribeFleetAttributesInput) Validate() error
type DescribeFleetAttributesOutput
    func (s DescribeFleetAttributesOutput) GoString() string
    func (s *DescribeFleetAttributesOutput) SetFleetAttributes(v []*FleetAttributes) *DescribeFleetAttributesOutput
    func (s *DescribeFleetAttributesOutput) SetNextToken(v string) *DescribeFleetAttributesOutput
    func (s DescribeFleetAttributesOutput) String() string
type DescribeFleetCapacityInput
    func (s DescribeFleetCapacityInput) GoString() string
    func (s *DescribeFleetCapacityInput) SetFleetIds(v []*string) *DescribeFleetCapacityInput
    func (s *DescribeFleetCapacityInput) SetLimit(v int64) *DescribeFleetCapacityInput
    func (s *DescribeFleetCapacityInput) SetNextToken(v string) *DescribeFleetCapacityInput
    func (s DescribeFleetCapacityInput) String() string
    func (s *DescribeFleetCapacityInput) Validate() error
type DescribeFleetCapacityOutput
    func (s DescribeFleetCapacityOutput) GoString() string
    func (s *DescribeFleetCapacityOutput) SetFleetCapacity(v []*FleetCapacity) *DescribeFleetCapacityOutput
    func (s *DescribeFleetCapacityOutput) SetNextToken(v string) *DescribeFleetCapacityOutput
    func (s DescribeFleetCapacityOutput) String() string
type DescribeFleetEventsInput
    func (s DescribeFleetEventsInput) GoString() string
    func (s *DescribeFleetEventsInput) SetEndTime(v time.Time) *DescribeFleetEventsInput
    func (s *DescribeFleetEventsInput) SetFleetId(v string) *DescribeFleetEventsInput
    func (s *DescribeFleetEventsInput) SetLimit(v int64) *DescribeFleetEventsInput
    func (s *DescribeFleetEventsInput) SetNextToken(v string) *DescribeFleetEventsInput
    func (s *DescribeFleetEventsInput) SetStartTime(v time.Time) *DescribeFleetEventsInput
    func (s DescribeFleetEventsInput) String() string
    func (s *DescribeFleetEventsInput) Validate() error
type DescribeFleetEventsOutput
    func (s DescribeFleetEventsOutput) GoString() string
    func (s *DescribeFleetEventsOutput) SetEvents(v []*Event) *DescribeFleetEventsOutput
    func (s *DescribeFleetEventsOutput) SetNextToken(v string) *DescribeFleetEventsOutput
    func (s DescribeFleetEventsOutput) String() string
type DescribeFleetPortSettingsInput
    func (s DescribeFleetPortSettingsInput) GoString() string
    func (s *DescribeFleetPortSettingsInput) SetFleetId(v string) *DescribeFleetPortSettingsInput
    func (s DescribeFleetPortSettingsInput) String() string
    func (s *DescribeFleetPortSettingsInput) Validate() error
type DescribeFleetPortSettingsOutput
    func (s DescribeFleetPortSettingsOutput) GoString() string
    func (s *DescribeFleetPortSettingsOutput) SetInboundPermissions(v []*IpPermission) *DescribeFleetPortSettingsOutput
    func (s DescribeFleetPortSettingsOutput) String() string
type DescribeFleetUtilizationInput
    func (s DescribeFleetUtilizationInput) GoString() string
    func (s *DescribeFleetUtilizationInput) SetFleetIds(v []*string) *DescribeFleetUtilizationInput
    func (s *DescribeFleetUtilizationInput) SetLimit(v int64) *DescribeFleetUtilizationInput
    func (s *DescribeFleetUtilizationInput) SetNextToken(v string) *DescribeFleetUtilizationInput
    func (s DescribeFleetUtilizationInput) String() string
    func (s *DescribeFleetUtilizationInput) Validate() error
type DescribeFleetUtilizationOutput
    func (s DescribeFleetUtilizationOutput) GoString() string
    func (s *DescribeFleetUtilizationOutput) SetFleetUtilization(v []*FleetUtilization) *DescribeFleetUtilizationOutput
    func (s *DescribeFleetUtilizationOutput) SetNextToken(v string) *DescribeFleetUtilizationOutput
    func (s DescribeFleetUtilizationOutput) String() string
type DescribeGameSessionDetailsInput
    func (s DescribeGameSessionDetailsInput) GoString() string
    func (s *DescribeGameSessionDetailsInput) SetAliasId(v string) *DescribeGameSessionDetailsInput
    func (s *DescribeGameSessionDetailsInput) SetFleetId(v string) *DescribeGameSessionDetailsInput
    func (s *DescribeGameSessionDetailsInput) SetGameSessionId(v string) *DescribeGameSessionDetailsInput
    func (s *DescribeGameSessionDetailsInput) SetLimit(v int64) *DescribeGameSessionDetailsInput
    func (s *DescribeGameSessionDetailsInput) SetNextToken(v string) *DescribeGameSessionDetailsInput
    func (s *DescribeGameSessionDetailsInput) SetStatusFilter(v string) *DescribeGameSessionDetailsInput
    func (s DescribeGameSessionDetailsInput) String() string
    func (s *DescribeGameSessionDetailsInput) Validate() error
type DescribeGameSessionDetailsOutput
    func (s DescribeGameSessionDetailsOutput) GoString() string
    func (s *DescribeGameSessionDetailsOutput) SetGameSessionDetails(v []*GameSessionDetail) *DescribeGameSessionDetailsOutput
    func (s *DescribeGameSessionDetailsOutput) SetNextToken(v string) *DescribeGameSessionDetailsOutput
    func (s DescribeGameSessionDetailsOutput) String() string
type DescribeGameSessionPlacementInput
    func (s DescribeGameSessionPlacementInput) GoString() string
    func (s *DescribeGameSessionPlacementInput) SetPlacementId(v string) *DescribeGameSessionPlacementInput
    func (s DescribeGameSessionPlacementInput) String() string
    func (s *DescribeGameSessionPlacementInput) Validate() error
type DescribeGameSessionPlacementOutput
    func (s DescribeGameSessionPlacementOutput) GoString() string
    func (s *DescribeGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *DescribeGameSessionPlacementOutput
    func (s DescribeGameSessionPlacementOutput) String() string
type DescribeGameSessionQueuesInput
    func (s DescribeGameSessionQueuesInput) GoString() string
    func (s *DescribeGameSessionQueuesInput) SetLimit(v int64) *DescribeGameSessionQueuesInput
    func (s *DescribeGameSessionQueuesInput) SetNames(v []*string) *DescribeGameSessionQueuesInput
    func (s *DescribeGameSessionQueuesInput) SetNextToken(v string) *DescribeGameSessionQueuesInput
    func (s DescribeGameSessionQueuesInput) String() string
    func (s *DescribeGameSessionQueuesInput) Validate() error
type DescribeGameSessionQueuesOutput
    func (s DescribeGameSessionQueuesOutput) GoString() string
    func (s *DescribeGameSessionQueuesOutput) SetGameSessionQueues(v []*GameSessionQueue) *DescribeGameSessionQueuesOutput
    func (s *DescribeGameSessionQueuesOutput) SetNextToken(v string) *DescribeGameSessionQueuesOutput
    func (s DescribeGameSessionQueuesOutput) String() string
type DescribeGameSessionsInput
    func (s DescribeGameSessionsInput) GoString() string
    func (s *DescribeGameSessionsInput) SetAliasId(v string) *DescribeGameSessionsInput
    func (s *DescribeGameSessionsInput) SetFleetId(v string) *DescribeGameSessionsInput
    func (s *DescribeGameSessionsInput) SetGameSessionId(v string) *DescribeGameSessionsInput
    func (s *DescribeGameSessionsInput) SetLimit(v int64) *DescribeGameSessionsInput
    func (s *DescribeGameSessionsInput) SetNextToken(v string) *DescribeGameSessionsInput
    func (s *DescribeGameSessionsInput) SetStatusFilter(v string) *DescribeGameSessionsInput
    func (s DescribeGameSessionsInput) String() string
    func (s *DescribeGameSessionsInput) Validate() error
type DescribeGameSessionsOutput
    func (s DescribeGameSessionsOutput) GoString() string
    func (s *DescribeGameSessionsOutput) SetGameSessions(v []*GameSession) *DescribeGameSessionsOutput
    func (s *DescribeGameSessionsOutput) SetNextToken(v string) *DescribeGameSessionsOutput
    func (s DescribeGameSessionsOutput) String() string
type DescribeInstancesInput
    func (s DescribeInstancesInput) GoString() string
    func (s *DescribeInstancesInput) SetFleetId(v string) *DescribeInstancesInput
    func (s *DescribeInstancesInput) SetInstanceId(v string) *DescribeInstancesInput
    func (s *DescribeInstancesInput) SetLimit(v int64) *DescribeInstancesInput
    func (s *DescribeInstancesInput) SetNextToken(v string) *DescribeInstancesInput
    func (s DescribeInstancesInput) String() string
    func (s *DescribeInstancesInput) Validate() error
type DescribeInstancesOutput
    func (s DescribeInstancesOutput) GoString() string
    func (s *DescribeInstancesOutput) SetInstances(v []*Instance) *DescribeInstancesOutput
    func (s *DescribeInstancesOutput) SetNextToken(v string) *DescribeInstancesOutput
    func (s DescribeInstancesOutput) String() string
type DescribePlayerSessionsInput
    func (s DescribePlayerSessionsInput) GoString() string
    func (s *DescribePlayerSessionsInput) SetGameSessionId(v string) *DescribePlayerSessionsInput
    func (s *DescribePlayerSessionsInput) SetLimit(v int64) *DescribePlayerSessionsInput
    func (s *DescribePlayerSessionsInput) SetNextToken(v string) *DescribePlayerSessionsInput
    func (s *DescribePlayerSessionsInput) SetPlayerId(v string) *DescribePlayerSessionsInput
    func (s *DescribePlayerSessionsInput) SetPlayerSessionId(v string) *DescribePlayerSessionsInput
    func (s *DescribePlayerSessionsInput) SetPlayerSessionStatusFilter(v string) *DescribePlayerSessionsInput
    func (s DescribePlayerSessionsInput) String() string
    func (s *DescribePlayerSessionsInput) Validate() error
type DescribePlayerSessionsOutput
    func (s DescribePlayerSessionsOutput) GoString() string
    func (s *DescribePlayerSessionsOutput) SetNextToken(v string) *DescribePlayerSessionsOutput
    func (s *DescribePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *DescribePlayerSessionsOutput
    func (s DescribePlayerSessionsOutput) String() string
type DescribeRuntimeConfigurationInput
    func (s DescribeRuntimeConfigurationInput) GoString() string
    func (s *DescribeRuntimeConfigurationInput) SetFleetId(v string) *DescribeRuntimeConfigurationInput
    func (s DescribeRuntimeConfigurationInput) String() string
    func (s *DescribeRuntimeConfigurationInput) Validate() error
type DescribeRuntimeConfigurationOutput
    func (s DescribeRuntimeConfigurationOutput) GoString() string
    func (s *DescribeRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeConfiguration) *DescribeRuntimeConfigurationOutput
    func (s DescribeRuntimeConfigurationOutput) String() string
type DescribeScalingPoliciesInput
    func (s DescribeScalingPoliciesInput) GoString() string
    func (s *DescribeScalingPoliciesInput) SetFleetId(v string) *DescribeScalingPoliciesInput
    func (s *DescribeScalingPoliciesInput) SetLimit(v int64) *DescribeScalingPoliciesInput
    func (s *DescribeScalingPoliciesInput) SetNextToken(v string) *DescribeScalingPoliciesInput
    func (s *DescribeScalingPoliciesInput) SetStatusFilter(v string) *DescribeScalingPoliciesInput
    func (s DescribeScalingPoliciesInput) String() string
    func (s *DescribeScalingPoliciesInput) Validate() error
type DescribeScalingPoliciesOutput
    func (s DescribeScalingPoliciesOutput) GoString() string
    func (s *DescribeScalingPoliciesOutput) SetNextToken(v string) *DescribeScalingPoliciesOutput
    func (s *DescribeScalingPoliciesOutput) SetScalingPolicies(v []*ScalingPolicy) *DescribeScalingPoliciesOutput
    func (s DescribeScalingPoliciesOutput) String() string
type DesiredPlayerSession
    func (s DesiredPlayerSession) GoString() string
    func (s *DesiredPlayerSession) SetPlayerData(v string) *DesiredPlayerSession
    func (s *DesiredPlayerSession) SetPlayerId(v string) *DesiredPlayerSession
    func (s DesiredPlayerSession) String() string
    func (s *DesiredPlayerSession) Validate() error
type EC2InstanceCounts
    func (s EC2InstanceCounts) GoString() string
    func (s *EC2InstanceCounts) SetACTIVE(v int64) *EC2InstanceCounts
    func (s *EC2InstanceCounts) SetDESIRED(v int64) *EC2InstanceCounts
    func (s *EC2InstanceCounts) SetIDLE(v int64) *EC2InstanceCounts
    func (s *EC2InstanceCounts) SetMAXIMUM(v int64) *EC2InstanceCounts
    func (s *EC2InstanceCounts) SetMINIMUM(v int64) *EC2InstanceCounts
    func (s *EC2InstanceCounts) SetPENDING(v int64) *EC2InstanceCounts
    func (s *EC2InstanceCounts) SetTERMINATING(v int64) *EC2InstanceCounts
    func (s EC2InstanceCounts) String() string
type EC2InstanceLimit
    func (s EC2InstanceLimit) GoString() string
    func (s *EC2InstanceLimit) SetCurrentInstances(v int64) *EC2InstanceLimit
    func (s *EC2InstanceLimit) SetEC2InstanceType(v string) *EC2InstanceLimit
    func (s *EC2InstanceLimit) SetInstanceLimit(v int64) *EC2InstanceLimit
    func (s EC2InstanceLimit) String() string
type Event
    func (s Event) GoString() string
    func (s *Event) SetEventCode(v string) *Event
    func (s *Event) SetEventId(v string) *Event
    func (s *Event) SetEventTime(v time.Time) *Event
    func (s *Event) SetMessage(v string) *Event
    func (s *Event) SetResourceId(v string) *Event
    func (s Event) String() string
type FleetAttributes
    func (s FleetAttributes) GoString() string
    func (s *FleetAttributes) SetBuildId(v string) *FleetAttributes
    func (s *FleetAttributes) SetCreationTime(v time.Time) *FleetAttributes
    func (s *FleetAttributes) SetDescription(v string) *FleetAttributes
    func (s *FleetAttributes) SetFleetArn(v string) *FleetAttributes
    func (s *FleetAttributes) SetFleetId(v string) *FleetAttributes
    func (s *FleetAttributes) SetLogPaths(v []*string) *FleetAttributes
    func (s *FleetAttributes) SetMetricGroups(v []*string) *FleetAttributes
    func (s *FleetAttributes) SetName(v string) *FleetAttributes
    func (s *FleetAttributes) SetNewGameSessionProtectionPolicy(v string) *FleetAttributes
    func (s *FleetAttributes) SetOperatingSystem(v string) *FleetAttributes
    func (s *FleetAttributes) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *FleetAttributes
    func (s *FleetAttributes) SetServerLaunchParameters(v string) *FleetAttributes
    func (s *FleetAttributes) SetServerLaunchPath(v string) *FleetAttributes
    func (s *FleetAttributes) SetStatus(v string) *FleetAttributes
    func (s *FleetAttributes) SetTerminationTime(v time.Time) *FleetAttributes
    func (s FleetAttributes) String() string
type FleetCapacity
    func (s FleetCapacity) GoString() string
    func (s *FleetCapacity) SetFleetId(v string) *FleetCapacity
    func (s *FleetCapacity) SetInstanceCounts(v *EC2InstanceCounts) *FleetCapacity
    func (s *FleetCapacity) SetInstanceType(v string) *FleetCapacity
    func (s FleetCapacity) String() string
type FleetUtilization
    func (s FleetUtilization) GoString() string
    func (s *FleetUtilization) SetActiveGameSessionCount(v int64) *FleetUtilization
    func (s *FleetUtilization) SetActiveServerProcessCount(v int64) *FleetUtilization
    func (s *FleetUtilization) SetCurrentPlayerSessionCount(v int64) *FleetUtilization
    func (s *FleetUtilization) SetFleetId(v string) *FleetUtilization
    func (s *FleetUtilization) SetMaximumPlayerSessionCount(v int64) *FleetUtilization
    func (s FleetUtilization) String() string
type GameLift
    func New(p client.ConfigProvider, cfgs ...*aws.Config) *GameLift
    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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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)
type GameProperty
    func (s GameProperty) GoString() string
    func (s *GameProperty) SetKey(v string) *GameProperty
    func (s *GameProperty) SetValue(v string) *GameProperty
    func (s GameProperty) String() string
    func (s *GameProperty) Validate() error
type GameSession
    func (s GameSession) GoString() string
    func (s *GameSession) SetCreationTime(v time.Time) *GameSession
    func (s *GameSession) SetCreatorId(v string) *GameSession
    func (s *GameSession) SetCurrentPlayerSessionCount(v int64) *GameSession
    func (s *GameSession) SetFleetId(v string) *GameSession
    func (s *GameSession) SetGameProperties(v []*GameProperty) *GameSession
    func (s *GameSession) SetGameSessionId(v string) *GameSession
    func (s *GameSession) SetIpAddress(v string) *GameSession
    func (s *GameSession) SetMaximumPlayerSessionCount(v int64) *GameSession
    func (s *GameSession) SetName(v string) *GameSession
    func (s *GameSession) SetPlayerSessionCreationPolicy(v string) *GameSession
    func (s *GameSession) SetPort(v int64) *GameSession
    func (s *GameSession) SetStatus(v string) *GameSession
    func (s *GameSession) SetTerminationTime(v time.Time) *GameSession
    func (s GameSession) String() string
type GameSessionDetail
    func (s GameSessionDetail) GoString() string
    func (s *GameSessionDetail) SetGameSession(v *GameSession) *GameSessionDetail
    func (s *GameSessionDetail) SetProtectionPolicy(v string) *GameSessionDetail
    func (s GameSessionDetail) String() string
type GameSessionPlacement
    func (s GameSessionPlacement) GoString() string
    func (s *GameSessionPlacement) SetEndTime(v time.Time) *GameSessionPlacement
    func (s *GameSessionPlacement) SetGameProperties(v []*GameProperty) *GameSessionPlacement
    func (s *GameSessionPlacement) SetGameSessionArn(v string) *GameSessionPlacement
    func (s *GameSessionPlacement) SetGameSessionId(v string) *GameSessionPlacement
    func (s *GameSessionPlacement) SetGameSessionName(v string) *GameSessionPlacement
    func (s *GameSessionPlacement) SetGameSessionQueueName(v string) *GameSessionPlacement
    func (s *GameSessionPlacement) SetGameSessionRegion(v string) *GameSessionPlacement
    func (s *GameSessionPlacement) SetIpAddress(v string) *GameSessionPlacement
    func (s *GameSessionPlacement) SetMaximumPlayerSessionCount(v int64) *GameSessionPlacement
    func (s *GameSessionPlacement) SetPlacedPlayerSessions(v []*PlacedPlayerSession) *GameSessionPlacement
    func (s *GameSessionPlacement) SetPlacementId(v string) *GameSessionPlacement
    func (s *GameSessionPlacement) SetPlayerLatencies(v []*PlayerLatency) *GameSessionPlacement
    func (s *GameSessionPlacement) SetPort(v int64) *GameSessionPlacement
    func (s *GameSessionPlacement) SetStartTime(v time.Time) *GameSessionPlacement
    func (s *GameSessionPlacement) SetStatus(v string) *GameSessionPlacement
    func (s GameSessionPlacement) String() string
type GameSessionQueue
    func (s GameSessionQueue) GoString() string
    func (s *GameSessionQueue) SetDestinations(v []*GameSessionQueueDestination) *GameSessionQueue
    func (s *GameSessionQueue) SetGameSessionQueueArn(v string) *GameSessionQueue
    func (s *GameSessionQueue) SetName(v string) *GameSessionQueue
    func (s *GameSessionQueue) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *GameSessionQueue
    func (s *GameSessionQueue) SetTimeoutInSeconds(v int64) *GameSessionQueue
    func (s GameSessionQueue) String() string
type GameSessionQueueDestination
    func (s GameSessionQueueDestination) GoString() string
    func (s *GameSessionQueueDestination) SetDestinationArn(v string) *GameSessionQueueDestination
    func (s GameSessionQueueDestination) String() string
    func (s *GameSessionQueueDestination) Validate() error
type GetGameSessionLogUrlInput
    func (s GetGameSessionLogUrlInput) GoString() string
    func (s *GetGameSessionLogUrlInput) SetGameSessionId(v string) *GetGameSessionLogUrlInput
    func (s GetGameSessionLogUrlInput) String() string
    func (s *GetGameSessionLogUrlInput) Validate() error
type GetGameSessionLogUrlOutput
    func (s GetGameSessionLogUrlOutput) GoString() string
    func (s *GetGameSessionLogUrlOutput) SetPreSignedUrl(v string) *GetGameSessionLogUrlOutput
    func (s GetGameSessionLogUrlOutput) String() string
type GetInstanceAccessInput
    func (s GetInstanceAccessInput) GoString() string
    func (s *GetInstanceAccessInput) SetFleetId(v string) *GetInstanceAccessInput
    func (s *GetInstanceAccessInput) SetInstanceId(v string) *GetInstanceAccessInput
    func (s GetInstanceAccessInput) String() string
    func (s *GetInstanceAccessInput) Validate() error
type GetInstanceAccessOutput
    func (s GetInstanceAccessOutput) GoString() string
    func (s *GetInstanceAccessOutput) SetInstanceAccess(v *InstanceAccess) *GetInstanceAccessOutput
    func (s GetInstanceAccessOutput) String() string
type Instance
    func (s Instance) GoString() string
    func (s *Instance) SetCreationTime(v time.Time) *Instance
    func (s *Instance) SetFleetId(v string) *Instance
    func (s *Instance) SetInstanceId(v string) *Instance
    func (s *Instance) SetIpAddress(v string) *Instance
    func (s *Instance) SetOperatingSystem(v string) *Instance
    func (s *Instance) SetStatus(v string) *Instance
    func (s *Instance) SetType(v string) *Instance
    func (s Instance) String() string
type InstanceAccess
    func (s InstanceAccess) GoString() string
    func (s *InstanceAccess) SetCredentials(v *InstanceCredentials) *InstanceAccess
    func (s *InstanceAccess) SetFleetId(v string) *InstanceAccess
    func (s *InstanceAccess) SetInstanceId(v string) *InstanceAccess
    func (s *InstanceAccess) SetIpAddress(v string) *InstanceAccess
    func (s *InstanceAccess) SetOperatingSystem(v string) *InstanceAccess
    func (s InstanceAccess) String() string
type InstanceCredentials
    func (s InstanceCredentials) GoString() string
    func (s *InstanceCredentials) SetSecret(v string) *InstanceCredentials
    func (s *InstanceCredentials) SetUserName(v string) *InstanceCredentials
    func (s InstanceCredentials) String() string
type IpPermission
    func (s IpPermission) GoString() string
    func (s *IpPermission) SetFromPort(v int64) *IpPermission
    func (s *IpPermission) SetIpRange(v string) *IpPermission
    func (s *IpPermission) SetProtocol(v string) *IpPermission
    func (s *IpPermission) SetToPort(v int64) *IpPermission
    func (s IpPermission) String() string
    func (s *IpPermission) Validate() error
type ListAliasesInput
    func (s ListAliasesInput) GoString() string
    func (s *ListAliasesInput) SetLimit(v int64) *ListAliasesInput
    func (s *ListAliasesInput) SetName(v string) *ListAliasesInput
    func (s *ListAliasesInput) SetNextToken(v string) *ListAliasesInput
    func (s *ListAliasesInput) SetRoutingStrategyType(v string) *ListAliasesInput
    func (s ListAliasesInput) String() string
    func (s *ListAliasesInput) Validate() error
type ListAliasesOutput
    func (s ListAliasesOutput) GoString() string
    func (s *ListAliasesOutput) SetAliases(v []*Alias) *ListAliasesOutput
    func (s *ListAliasesOutput) SetNextToken(v string) *ListAliasesOutput
    func (s ListAliasesOutput) String() string
type ListBuildsInput
    func (s ListBuildsInput) GoString() string
    func (s *ListBuildsInput) SetLimit(v int64) *ListBuildsInput
    func (s *ListBuildsInput) SetNextToken(v string) *ListBuildsInput
    func (s *ListBuildsInput) SetStatus(v string) *ListBuildsInput
    func (s ListBuildsInput) String() string
    func (s *ListBuildsInput) Validate() error
type ListBuildsOutput
    func (s ListBuildsOutput) GoString() string
    func (s *ListBuildsOutput) SetBuilds(v []*Build) *ListBuildsOutput
    func (s *ListBuildsOutput) SetNextToken(v string) *ListBuildsOutput
    func (s ListBuildsOutput) String() string
type ListFleetsInput
    func (s ListFleetsInput) GoString() string
    func (s *ListFleetsInput) SetBuildId(v string) *ListFleetsInput
    func (s *ListFleetsInput) SetLimit(v int64) *ListFleetsInput
    func (s *ListFleetsInput) SetNextToken(v string) *ListFleetsInput
    func (s ListFleetsInput) String() string
    func (s *ListFleetsInput) Validate() error
type ListFleetsOutput
    func (s ListFleetsOutput) GoString() string
    func (s *ListFleetsOutput) SetFleetIds(v []*string) *ListFleetsOutput
    func (s *ListFleetsOutput) SetNextToken(v string) *ListFleetsOutput
    func (s ListFleetsOutput) String() string
type PlacedPlayerSession
    func (s PlacedPlayerSession) GoString() string
    func (s *PlacedPlayerSession) SetPlayerId(v string) *PlacedPlayerSession
    func (s *PlacedPlayerSession) SetPlayerSessionId(v string) *PlacedPlayerSession
    func (s PlacedPlayerSession) String() string
type PlayerLatency
    func (s PlayerLatency) GoString() string
    func (s *PlayerLatency) SetLatencyInMilliseconds(v float64) *PlayerLatency
    func (s *PlayerLatency) SetPlayerId(v string) *PlayerLatency
    func (s *PlayerLatency) SetRegionIdentifier(v string) *PlayerLatency
    func (s PlayerLatency) String() string
    func (s *PlayerLatency) Validate() error
type PlayerLatencyPolicy
    func (s PlayerLatencyPolicy) GoString() string
    func (s *PlayerLatencyPolicy) SetMaximumIndividualPlayerLatencyMilliseconds(v int64) *PlayerLatencyPolicy
    func (s *PlayerLatencyPolicy) SetPolicyDurationSeconds(v int64) *PlayerLatencyPolicy
    func (s PlayerLatencyPolicy) String() string
type PlayerSession
    func (s PlayerSession) GoString() string
    func (s *PlayerSession) SetCreationTime(v time.Time) *PlayerSession
    func (s *PlayerSession) SetFleetId(v string) *PlayerSession
    func (s *PlayerSession) SetGameSessionId(v string) *PlayerSession
    func (s *PlayerSession) SetIpAddress(v string) *PlayerSession
    func (s *PlayerSession) SetPlayerData(v string) *PlayerSession
    func (s *PlayerSession) SetPlayerId(v string) *PlayerSession
    func (s *PlayerSession) SetPlayerSessionId(v string) *PlayerSession
    func (s *PlayerSession) SetPort(v int64) *PlayerSession
    func (s *PlayerSession) SetStatus(v string) *PlayerSession
    func (s *PlayerSession) SetTerminationTime(v time.Time) *PlayerSession
    func (s PlayerSession) String() string
type PutScalingPolicyInput
    func (s PutScalingPolicyInput) GoString() string
    func (s *PutScalingPolicyInput) SetComparisonOperator(v string) *PutScalingPolicyInput
    func (s *PutScalingPolicyInput) SetEvaluationPeriods(v int64) *PutScalingPolicyInput
    func (s *PutScalingPolicyInput) SetFleetId(v string) *PutScalingPolicyInput
    func (s *PutScalingPolicyInput) SetMetricName(v string) *PutScalingPolicyInput
    func (s *PutScalingPolicyInput) SetName(v string) *PutScalingPolicyInput
    func (s *PutScalingPolicyInput) SetScalingAdjustment(v int64) *PutScalingPolicyInput
    func (s *PutScalingPolicyInput) SetScalingAdjustmentType(v string) *PutScalingPolicyInput
    func (s *PutScalingPolicyInput) SetThreshold(v float64) *PutScalingPolicyInput
    func (s PutScalingPolicyInput) String() string
    func (s *PutScalingPolicyInput) Validate() error
type PutScalingPolicyOutput
    func (s PutScalingPolicyOutput) GoString() string
    func (s *PutScalingPolicyOutput) SetName(v string) *PutScalingPolicyOutput
    func (s PutScalingPolicyOutput) String() string
type RequestUploadCredentialsInput
    func (s RequestUploadCredentialsInput) GoString() string
    func (s *RequestUploadCredentialsInput) SetBuildId(v string) *RequestUploadCredentialsInput
    func (s RequestUploadCredentialsInput) String() string
    func (s *RequestUploadCredentialsInput) Validate() error
type RequestUploadCredentialsOutput
    func (s RequestUploadCredentialsOutput) GoString() string
    func (s *RequestUploadCredentialsOutput) SetStorageLocation(v *S3Location) *RequestUploadCredentialsOutput
    func (s *RequestUploadCredentialsOutput) SetUploadCredentials(v *AwsCredentials) *RequestUploadCredentialsOutput
    func (s RequestUploadCredentialsOutput) String() string
type ResolveAliasInput
    func (s ResolveAliasInput) GoString() string
    func (s *ResolveAliasInput) SetAliasId(v string) *ResolveAliasInput
    func (s ResolveAliasInput) String() string
    func (s *ResolveAliasInput) Validate() error
type ResolveAliasOutput
    func (s ResolveAliasOutput) GoString() string
    func (s *ResolveAliasOutput) SetFleetId(v string) *ResolveAliasOutput
    func (s ResolveAliasOutput) String() string
type ResourceCreationLimitPolicy
    func (s ResourceCreationLimitPolicy) GoString() string
    func (s *ResourceCreationLimitPolicy) SetNewGameSessionsPerCreator(v int64) *ResourceCreationLimitPolicy
    func (s *ResourceCreationLimitPolicy) SetPolicyPeriodInMinutes(v int64) *ResourceCreationLimitPolicy
    func (s ResourceCreationLimitPolicy) String() string
type RoutingStrategy
    func (s RoutingStrategy) GoString() string
    func (s *RoutingStrategy) SetFleetId(v string) *RoutingStrategy
    func (s *RoutingStrategy) SetMessage(v string) *RoutingStrategy
    func (s *RoutingStrategy) SetType(v string) *RoutingStrategy
    func (s RoutingStrategy) String() string
type RuntimeConfiguration
    func (s RuntimeConfiguration) GoString() string
    func (s *RuntimeConfiguration) SetGameSessionActivationTimeoutSeconds(v int64) *RuntimeConfiguration
    func (s *RuntimeConfiguration) SetMaxConcurrentGameSessionActivations(v int64) *RuntimeConfiguration
    func (s *RuntimeConfiguration) SetServerProcesses(v []*ServerProcess) *RuntimeConfiguration
    func (s RuntimeConfiguration) String() string
    func (s *RuntimeConfiguration) Validate() error
type S3Location
    func (s S3Location) GoString() string
    func (s *S3Location) SetBucket(v string) *S3Location
    func (s *S3Location) SetKey(v string) *S3Location
    func (s *S3Location) SetRoleArn(v string) *S3Location
    func (s S3Location) String() string
    func (s *S3Location) Validate() error
type ScalingPolicy
    func (s ScalingPolicy) GoString() string
    func (s *ScalingPolicy) SetComparisonOperator(v string) *ScalingPolicy
    func (s *ScalingPolicy) SetEvaluationPeriods(v int64) *ScalingPolicy
    func (s *ScalingPolicy) SetFleetId(v string) *ScalingPolicy
    func (s *ScalingPolicy) SetMetricName(v string) *ScalingPolicy
    func (s *ScalingPolicy) SetName(v string) *ScalingPolicy
    func (s *ScalingPolicy) SetScalingAdjustment(v int64) *ScalingPolicy
    func (s *ScalingPolicy) SetScalingAdjustmentType(v string) *ScalingPolicy
    func (s *ScalingPolicy) SetStatus(v string) *ScalingPolicy
    func (s *ScalingPolicy) SetThreshold(v float64) *ScalingPolicy
    func (s ScalingPolicy) String() string
type SearchGameSessionsInput
    func (s SearchGameSessionsInput) GoString() string
    func (s *SearchGameSessionsInput) SetAliasId(v string) *SearchGameSessionsInput
    func (s *SearchGameSessionsInput) SetFilterExpression(v string) *SearchGameSessionsInput
    func (s *SearchGameSessionsInput) SetFleetId(v string) *SearchGameSessionsInput
    func (s *SearchGameSessionsInput) SetLimit(v int64) *SearchGameSessionsInput
    func (s *SearchGameSessionsInput) SetNextToken(v string) *SearchGameSessionsInput
    func (s *SearchGameSessionsInput) SetSortExpression(v string) *SearchGameSessionsInput
    func (s SearchGameSessionsInput) String() string
    func (s *SearchGameSessionsInput) Validate() error
type SearchGameSessionsOutput
    func (s SearchGameSessionsOutput) GoString() string
    func (s *SearchGameSessionsOutput) SetGameSessions(v []*GameSession) *SearchGameSessionsOutput
    func (s *SearchGameSessionsOutput) SetNextToken(v string) *SearchGameSessionsOutput
    func (s SearchGameSessionsOutput) String() string
type ServerProcess
    func (s ServerProcess) GoString() string
    func (s *ServerProcess) SetConcurrentExecutions(v int64) *ServerProcess
    func (s *ServerProcess) SetLaunchPath(v string) *ServerProcess
    func (s *ServerProcess) SetParameters(v string) *ServerProcess
    func (s ServerProcess) String() string
    func (s *ServerProcess) Validate() error
type StartGameSessionPlacementInput
    func (s StartGameSessionPlacementInput) GoString() string
    func (s *StartGameSessionPlacementInput) SetDesiredPlayerSessions(v []*DesiredPlayerSession) *StartGameSessionPlacementInput
    func (s *StartGameSessionPlacementInput) SetGameProperties(v []*GameProperty) *StartGameSessionPlacementInput
    func (s *StartGameSessionPlacementInput) SetGameSessionName(v string) *StartGameSessionPlacementInput
    func (s *StartGameSessionPlacementInput) SetGameSessionQueueName(v string) *StartGameSessionPlacementInput
    func (s *StartGameSessionPlacementInput) SetMaximumPlayerSessionCount(v int64) *StartGameSessionPlacementInput
    func (s *StartGameSessionPlacementInput) SetPlacementId(v string) *StartGameSessionPlacementInput
    func (s *StartGameSessionPlacementInput) SetPlayerLatencies(v []*PlayerLatency) *StartGameSessionPlacementInput
    func (s StartGameSessionPlacementInput) String() string
    func (s *StartGameSessionPlacementInput) Validate() error
type StartGameSessionPlacementOutput
    func (s StartGameSessionPlacementOutput) GoString() string
    func (s *StartGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *StartGameSessionPlacementOutput
    func (s StartGameSessionPlacementOutput) String() string
type StopGameSessionPlacementInput
    func (s StopGameSessionPlacementInput) GoString() string
    func (s *StopGameSessionPlacementInput) SetPlacementId(v string) *StopGameSessionPlacementInput
    func (s StopGameSessionPlacementInput) String() string
    func (s *StopGameSessionPlacementInput) Validate() error
type StopGameSessionPlacementOutput
    func (s StopGameSessionPlacementOutput) GoString() string
    func (s *StopGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *StopGameSessionPlacementOutput
    func (s StopGameSessionPlacementOutput) String() string
type UpdateAliasInput
    func (s UpdateAliasInput) GoString() string
    func (s *UpdateAliasInput) SetAliasId(v string) *UpdateAliasInput
    func (s *UpdateAliasInput) SetDescription(v string) *UpdateAliasInput
    func (s *UpdateAliasInput) SetName(v string) *UpdateAliasInput
    func (s *UpdateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *UpdateAliasInput
    func (s UpdateAliasInput) String() string
    func (s *UpdateAliasInput) Validate() error
type UpdateAliasOutput
    func (s UpdateAliasOutput) GoString() string
    func (s *UpdateAliasOutput) SetAlias(v *Alias) *UpdateAliasOutput
    func (s UpdateAliasOutput) String() string
type UpdateBuildInput
    func (s UpdateBuildInput) GoString() string
    func (s *UpdateBuildInput) SetBuildId(v string) *UpdateBuildInput
    func (s *UpdateBuildInput) SetName(v string) *UpdateBuildInput
    func (s *UpdateBuildInput) SetVersion(v string) *UpdateBuildInput
    func (s UpdateBuildInput) String() string
    func (s *UpdateBuildInput) Validate() error
type UpdateBuildOutput
    func (s UpdateBuildOutput) GoString() string
    func (s *UpdateBuildOutput) SetBuild(v *Build) *UpdateBuildOutput
    func (s UpdateBuildOutput) String() string
type UpdateFleetAttributesInput
    func (s UpdateFleetAttributesInput) GoString() string
    func (s *UpdateFleetAttributesInput) SetDescription(v string) *UpdateFleetAttributesInput
    func (s *UpdateFleetAttributesInput) SetFleetId(v string) *UpdateFleetAttributesInput
    func (s *UpdateFleetAttributesInput) SetMetricGroups(v []*string) *UpdateFleetAttributesInput
    func (s *UpdateFleetAttributesInput) SetName(v string) *UpdateFleetAttributesInput
    func (s *UpdateFleetAttributesInput) SetNewGameSessionProtectionPolicy(v string) *UpdateFleetAttributesInput
    func (s *UpdateFleetAttributesInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *UpdateFleetAttributesInput
    func (s UpdateFleetAttributesInput) String() string
    func (s *UpdateFleetAttributesInput) Validate() error
type UpdateFleetAttributesOutput
    func (s UpdateFleetAttributesOutput) GoString() string
    func (s *UpdateFleetAttributesOutput) SetFleetId(v string) *UpdateFleetAttributesOutput
    func (s UpdateFleetAttributesOutput) String() string
type UpdateFleetCapacityInput
    func (s UpdateFleetCapacityInput) GoString() string
    func (s *UpdateFleetCapacityInput) SetDesiredInstances(v int64) *UpdateFleetCapacityInput
    func (s *UpdateFleetCapacityInput) SetFleetId(v string) *UpdateFleetCapacityInput
    func (s *UpdateFleetCapacityInput) SetMaxSize(v int64) *UpdateFleetCapacityInput
    func (s *UpdateFleetCapacityInput) SetMinSize(v int64) *UpdateFleetCapacityInput
    func (s UpdateFleetCapacityInput) String() string
    func (s *UpdateFleetCapacityInput) Validate() error
type UpdateFleetCapacityOutput
    func (s UpdateFleetCapacityOutput) GoString() string
    func (s *UpdateFleetCapacityOutput) SetFleetId(v string) *UpdateFleetCapacityOutput
    func (s UpdateFleetCapacityOutput) String() string
type UpdateFleetPortSettingsInput
    func (s UpdateFleetPortSettingsInput) GoString() string
    func (s *UpdateFleetPortSettingsInput) SetFleetId(v string) *UpdateFleetPortSettingsInput
    func (s *UpdateFleetPortSettingsInput) SetInboundPermissionAuthorizations(v []*IpPermission) *UpdateFleetPortSettingsInput
    func (s *UpdateFleetPortSettingsInput) SetInboundPermissionRevocations(v []*IpPermission) *UpdateFleetPortSettingsInput
    func (s UpdateFleetPortSettingsInput) String() string
    func (s *UpdateFleetPortSettingsInput) Validate() error
type UpdateFleetPortSettingsOutput
    func (s UpdateFleetPortSettingsOutput) GoString() string
    func (s *UpdateFleetPortSettingsOutput) SetFleetId(v string) *UpdateFleetPortSettingsOutput
    func (s UpdateFleetPortSettingsOutput) String() string
type UpdateGameSessionInput
    func (s UpdateGameSessionInput) GoString() string
    func (s *UpdateGameSessionInput) SetGameSessionId(v string) *UpdateGameSessionInput
    func (s *UpdateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *UpdateGameSessionInput
    func (s *UpdateGameSessionInput) SetName(v string) *UpdateGameSessionInput
    func (s *UpdateGameSessionInput) SetPlayerSessionCreationPolicy(v string) *UpdateGameSessionInput
    func (s *UpdateGameSessionInput) SetProtectionPolicy(v string) *UpdateGameSessionInput
    func (s UpdateGameSessionInput) String() string
    func (s *UpdateGameSessionInput) Validate() error
type UpdateGameSessionOutput
    func (s UpdateGameSessionOutput) GoString() string
    func (s *UpdateGameSessionOutput) SetGameSession(v *GameSession) *UpdateGameSessionOutput
    func (s UpdateGameSessionOutput) String() string
type UpdateGameSessionQueueInput
    func (s UpdateGameSessionQueueInput) GoString() string
    func (s *UpdateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *UpdateGameSessionQueueInput
    func (s *UpdateGameSessionQueueInput) SetName(v string) *UpdateGameSessionQueueInput
    func (s *UpdateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *UpdateGameSessionQueueInput
    func (s *UpdateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *UpdateGameSessionQueueInput
    func (s UpdateGameSessionQueueInput) String() string
    func (s *UpdateGameSessionQueueInput) Validate() error
type UpdateGameSessionQueueOutput
    func (s UpdateGameSessionQueueOutput) GoString() string
    func (s *UpdateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) *UpdateGameSessionQueueOutput
    func (s UpdateGameSessionQueueOutput) String() string
type UpdateRuntimeConfigurationInput
    func (s UpdateRuntimeConfigurationInput) GoString() string
    func (s *UpdateRuntimeConfigurationInput) SetFleetId(v string) *UpdateRuntimeConfigurationInput
    func (s *UpdateRuntimeConfigurationInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationInput
    func (s UpdateRuntimeConfigurationInput) String() string
    func (s *UpdateRuntimeConfigurationInput) Validate() error
type UpdateRuntimeConfigurationOutput
    func (s UpdateRuntimeConfigurationOutput) GoString() string
    func (s *UpdateRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationOutput
    func (s UpdateRuntimeConfigurationOutput) String() string

Package files

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

Constants

const (
    // BuildStatusInitialized is a BuildStatus enum value
    BuildStatusInitialized = "INITIALIZED"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    // EventCodeGameSessionActivationTimeout is a EventCode enum value
    EventCodeGameSessionActivationTimeout = "GAME_SESSION_ACTIVATION_TIMEOUT"
)
const (
    // FleetStatusNew is a FleetStatus enum value
    FleetStatusNew = "NEW"

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

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

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

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

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

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

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

    // FleetStatusTerminated is a FleetStatus enum value
    FleetStatusTerminated = "TERMINATED"
)
const (
    // GameSessionPlacementStatePending is a GameSessionPlacementState enum value
    GameSessionPlacementStatePending = "PENDING"

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

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

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

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

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

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

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

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

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

    // IpProtocolUdp is a IpProtocol enum value
    IpProtocolUdp = "UDP"
)
const (
    // MetricNameActivatingGameSessions is a MetricName enum value
    MetricNameActivatingGameSessions = "ActivatingGameSessions"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    // PlayerSessionStatusTimedout is a PlayerSessionStatus enum value
    PlayerSessionStatusTimedout = "TIMEDOUT"
)
const (
    // ProtectionPolicyNoProtection is a ProtectionPolicy enum value
    ProtectionPolicyNoProtection = "NoProtection"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Service information constants

const (
    ServiceName = "gamelift"  // Service endpoint prefix API calls made to.
    EndpointsID = ServiceName // Service ID for Regions and Endpoints metadata.
)

type Alias

Properties describing a fleet alias.

Alias-related operations include:

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Alias

type Alias struct {

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

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

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

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

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

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

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

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 AwsCredentials

AWS access credentials sometimes used for uploading game build files to Amazon GameLift. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AwsCredentials

type AwsCredentials struct {

    // Access key for an AWS account.
    AccessKeyId *string `min:"1" type:"string"`

    // Secret key for an AWS account.
    SecretAccessKey *string `min:"1" type:"string"`

    // Token specific to a build ID.
    SessionToken *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

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

Properties describing a game build.

Build-related operations include:

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Build

type Build struct {

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

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

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

    // Operating system that the game server binaries are built to run on. This
    // value determines the type of fleet resources that you can use for this build.
    OperatingSystem *string `type:"string" enum:"OperatingSystem"`

    // File size of the uploaded game build, expressed in bytes. When the build
    // status is INITIALIZED, this value is 0.
    SizeOnDisk *int64 `min:"1" type:"long"`

    // Current status of the build.
    //
    // Possible build statuses include the following:
    //
    //    * INITIALIZED – A new build has been defined, but no files have been uploaded.
    //    You cannot create fleets for builds that are in this status. When a build
    //    is successfully created, the build status is set to this value.
    //
    //    * READY – The game build has been successfully uploaded. You can now create
    //    new fleets for this build.
    //
    //    * FAILED – The game build upload failed. You cannot create new fleets
    //    for this build.
    Status *string `type:"string" enum:"BuildStatus"`

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

func (Build) GoString

func (s Build) GoString() string

GoString returns the string representation

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 CreateAliasInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAliasInput

type CreateAliasInput struct {

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

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

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

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) 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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAliasOutput

type CreateAliasOutput struct {

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

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

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuildInput

type CreateBuildInput struct {

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

    // Operating system that the game server binaries are built to run on. This
    // value determines the type of fleet resources that you can use for this build.
    // If your game build contains multiple executables, they all must run on the
    // same operating system.
    OperatingSystem *string `type:"string" enum:"OperatingSystem"`

    // Amazon S3 location of the game build files to be uploaded. The S3 bucket
    // must be owned by the same AWS account that you're using to manage Amazon
    // GameLift. It also must in the same region that you want to create a new build
    // in. Before calling CreateBuild with this location, you must allow Amazon
    // GameLift to access your Amazon S3 bucket (see Create a Build with Files in
    // Amazon S3 (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build)).
    StorageLocation *S3Location `type:"structure"`

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

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) 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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuildOutput

type CreateBuildOutput struct {

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

    // Amazon S3 location specified in the request.
    StorageLocation *S3Location `type:"structure"`

    // This element is not currently in use.
    UploadCredentials *AwsCredentials `type:"structure"`
    // contains filtered or unexported fields
}

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

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetInput

type CreateFleetInput struct {

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

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

    // Range of IP addresses and port settings that permit inbound traffic to access
    // server processes running on the fleet. If no inbound permissions are set,
    // including both IP address range and port range, the server processes in the
    // fleet cannot accept connections. You can specify one or more sets of permissions
    // for a fleet.
    EC2InboundPermissions []*IpPermission `type:"list"`

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

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

    // Names of metric groups to add this fleet to. Use an existing metric group
    // name to add this fleet to the group, or use a new name to create a new metric
    // group. Currently, a fleet can only be included in one metric group at a time.
    MetricGroups []*string `type:"list"`

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

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

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

    // Instructions for launching server processes on each instance in the fleet.
    // The runtime configuration for a fleet has a collection of server process
    // configurations, one for each type of server process to run on an instance.
    // A server process configuration specifies the location of the server executable,
    // launch parameters, and the number of concurrent processes with that configuration
    // to maintain on each instance. A CreateFleet request must include a runtime
    // configuration with at least one server process configuration; otherwise the
    // request will fail with an invalid request exception. (This parameter replaces
    // the parameters ServerLaunchPath and ServerLaunchParameters; requests that
    // contain values for these parameters instead of a runtime configuration will
    // continue to work.)
    RuntimeConfiguration *RuntimeConfiguration `type:"structure"`

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

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

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) 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) 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) 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) 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) 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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetOutput

type CreateFleetOutput struct {

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

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 CreateGameSessionInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionInput

type CreateGameSessionInput struct {

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

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

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

    // Set of developer-defined properties for a game session. These properties
    // are passed to the server process hosting the game session.
    GameProperties []*GameProperty `type:"list"`

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

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

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

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) 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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionOutput

type CreateGameSessionOutput struct {

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

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

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueueInput

type CreateGameSessionQueueInput struct {

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

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

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

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

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) 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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueueOutput

type CreateGameSessionQueueOutput struct {

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

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 CreatePlayerSessionInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionInput

type CreatePlayerSessionInput struct {

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

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

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

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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionOutput

type CreatePlayerSessionOutput struct {

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

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

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionsInput

type CreatePlayerSessionsInput struct {

    // 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
}

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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionsOutput

type CreatePlayerSessionsOutput struct {

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

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 DeleteAliasInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAliasInput

type DeleteAliasInput struct {

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/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

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuildInput

type DeleteBuildInput struct {

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/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

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetInput

type DeleteFleetInput struct {

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/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 DeleteGameSessionQueueInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueueInput

type DeleteGameSessionQueueInput struct {

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/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 DeleteScalingPolicyInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicyInput

type DeleteScalingPolicyInput struct {

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/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 DescribeAliasInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAliasInput

type DescribeAliasInput struct {

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

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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAliasOutput

type DescribeAliasOutput struct {

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

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

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuildInput

type DescribeBuildInput struct {

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

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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuildOutput

type DescribeBuildOutput struct {

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

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

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimitsInput

type DescribeEC2InstanceLimitsInput struct {

    // 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
}

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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimitsOutput

type DescribeEC2InstanceLimitsOutput struct {

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

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

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributesInput

type DescribeFleetAttributesInput struct {

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

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

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

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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributesOutput

type DescribeFleetAttributesOutput struct {

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

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

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

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacityInput

type DescribeFleetCapacityInput struct {

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

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

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

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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacityOutput

type DescribeFleetCapacityOutput struct {

    // 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
}

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

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEventsInput

type DescribeFleetEventsInput struct {

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

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

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

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

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

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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEventsOutput

type DescribeFleetEventsOutput struct {

    // 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
}

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

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettingsInput

type DescribeFleetPortSettingsInput struct {

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

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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettingsOutput

type DescribeFleetPortSettingsOutput struct {

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

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

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilizationInput

type DescribeFleetUtilizationInput struct {

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

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

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

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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilizationOutput

type DescribeFleetUtilizationOutput struct {

    // 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
}

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 DescribeGameSessionDetailsInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetailsInput

type DescribeGameSessionDetailsInput struct {

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

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

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

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

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

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

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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetailsOutput

type DescribeGameSessionDetailsOutput struct {

    // 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
}

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

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacementInput

type DescribeGameSessionPlacementInput struct {

    // 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
}

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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacementOutput

type DescribeGameSessionPlacementOutput struct {

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

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

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueuesInput

type DescribeGameSessionQueuesInput struct {

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

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

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

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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueuesOutput

type DescribeGameSessionQueuesOutput struct {

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

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

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

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionsInput

type DescribeGameSessionsInput struct {

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

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

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

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

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

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

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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionsOutput

type DescribeGameSessionsOutput struct {

    // 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
}

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

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstancesInput

type DescribeInstancesInput struct {

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

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

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

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

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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstancesOutput

type DescribeInstancesOutput struct {

    // 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
}

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 DescribePlayerSessionsInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessionsInput

type DescribePlayerSessionsInput struct {

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

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

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

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

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

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

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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessionsOutput

type DescribePlayerSessionsOutput struct {

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

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

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

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfigurationInput

type DescribeRuntimeConfigurationInput struct {

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

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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfigurationOutput

type DescribeRuntimeConfigurationOutput struct {

    // 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
}

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

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPoliciesInput

type DescribeScalingPoliciesInput struct {

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

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

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

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

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

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPoliciesOutput

type DescribeScalingPoliciesOutput struct {

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

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

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 DesiredPlayerSession

Player information for use when creating player sessions using a game session placement request with StartGameSessionPlacement. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DesiredPlayerSession

type DesiredPlayerSession struct {

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

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

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

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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/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"`

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

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

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

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

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

Maximum number of instances allowed based on the Amazon Elastic Compute Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/EC2InstanceLimit

type EC2InstanceLimit struct {

    // 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
}

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

Log entry describing an event involving Amazon GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Event

type Event struct {

    // Type of event being logged.
    EventCode *string `type:"string" enum:"EventCode"`

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

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

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

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

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) 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

General properties describing a fleet. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetAttributes

type FleetAttributes struct {

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

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

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

    // Identifier for a fleet that is unique across all regions.
    FleetArn *string `min:"1" type:"string"`

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

    // Location of default log files. When a server process is shut down, Amazon
    // GameLift captures and stores any log files in this location. These logs are
    // in addition to game session logs; see more on game session logs in the Amazon
    // GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code).
    // If no default log path for a fleet is specified, Amazon GameLift will automatically
    // upload 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 a
    // fleets that are in a fleet metric group. Currently, a fleet can be included
    // in only one metric group at a time.
    MetricGroups []*string `type:"list"`

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

    // Type of game session protection to set for all new instances started in the
    // fleet.
    //
    //    * NoProtection – The game session can be terminated during a scale-down
    //    event.
    //
    //    * FullProtection – If the game session is in an ACTIVE status, it cannot
    //    be terminated during a scale-down event.
    NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"`

    // Operating system of the fleet's computing resources. A fleet's operating
    // system depends on the OS specified for the build that is deployed on this
    // fleet.
    OperatingSystem *string `type:"string" enum:"OperatingSystem"`

    // Fleet policy to limit the number of game sessions an individual player can
    // create over a span of time.
    ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"`

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

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

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

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

func (FleetAttributes) GoString

func (s FleetAttributes) GoString() string

GoString returns the string representation

func (*FleetAttributes) SetBuildId

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

SetBuildId sets the BuildId 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) 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) 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) 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

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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetCapacity

type FleetCapacity struct {

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

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

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

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 FleetUtilization

Current status of fleet utilization, including the number of game and player sessions being hosted. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/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"`

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

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

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

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.

type GameLift struct {
    *client.Client
}

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:

// 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) CreateAlias

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

CreateAlias API operation for Amazon GameLift.

Creates an alias and sets a target fleet. A fleet alias can be used in place of a fleet ID, such as when calling CreateGameSession from a game client or game service or adding destinations to a game session queue. By changing an alias's target fleet, you can switch your players to the new fleet without changing any other component. In production, this feature is particularly useful to redirect your player base seamlessly to the latest game server update.

Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. Use a simple alias to point to an active fleet. Use a terminal alias to display a message to incoming traffic instead of routing players to an active fleet. This option is useful when a game server is no longer supported but you want to provide better messaging than a standard 404 error.

To create a fleet alias, specify an alias name, routing strategy, and optional description. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. To reassign the alias to another fleet ID, call UpdateAlias.

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

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

Returned Error Codes:

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

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

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

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

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

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

func (*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 can be used to capture response data after the request's "Send" method is called.

See CreateAlias for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the CreateAlias method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

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

func (*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 from a set of game server binary files stored in an Amazon Simple Storage Service (Amazon S3) location. When using this API call, you must create a .zip file containing all of the build files and store it in an Amazon S3 bucket under your AWS account. For help on packaging your build files and creating a build, see Uploading Your Game to Amazon GameLift (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html).

Use this API action ONLY if you are storing your game build files in an Amazon S3 bucket in your AWS account. To create a build using files stored in a directory, use the CLI command upload-build (http://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html), which uploads the build files from a file location you specify and creates a build.

To create a new build using CreateBuild, identify the storage location and operating system of your game build. You also have the option of specifying a build name and version. If successful, this action creates a new build record with an unique build ID and in INITIALIZED status. Use the API call DescribeBuild to check the status of your build. A build must be in READY status before it can be used to create fleets to host your game.

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

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

Returned Error Codes:

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

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

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

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

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

func (*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 can be used to capture response data after the request's "Send" method is called.

See CreateBuild for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the CreateBuild method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

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

func (*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. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple server processes to host game sessions. You configure a fleet to create instances with certain hardware specifications (see Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/) for more information), and deploy a specified game build to each instance. A newly created fleet passes through several statuses; once it reaches the ACTIVE status, it can begin hosting game sessions.

To create a new fleet, you must specify the following: (1) fleet name, (2) build ID of an uploaded game build, (3) an EC2 instance type, and (4) a runtime configuration that describes which server processes to run on each instance in the fleet. (Although the runtime configuration is not a required parameter, the fleet cannot be successfully created without it.) You can also configure the new fleet with the following settings: fleet description, access permissions for inbound traffic, fleet-wide game session protection, and resource creation limit. If you use Amazon CloudWatch for metrics, you can add the new fleet to a metric group, which allows you to view aggregated metrics for a set of fleets. Once you specify a metric group, the new fleet's metrics are included in the metric group's data.

If the CreateFleet call is successful, Amazon GameLift performs the following tasks:

* Creates a fleet record and sets the status to NEW (followed by other
statuses as the fleet is activated).

* Sets the fleet's capacity to 1 "desired", which causes Amazon GameLift
to start one new EC2 instance.

* Starts launching server processes on the instance. If the fleet is configured
to run multiple server processes per instance, Amazon GameLift staggers
each launch by a few seconds.

* Begins writing events to the fleet event log, which can be accessed
in the Amazon GameLift console.

* Sets the fleet's status to ACTIVE once one server process in the fleet
is ready to host a game session.

After a fleet is created, use the following actions to change fleet properties and configuration:

* UpdateFleetAttributes -- Update fleet metadata, including name and description.

* UpdateFleetCapacity -- Increase or decrease the number of instances
you want the fleet to maintain.

* UpdateFleetPortSettings -- Change the IP address and port ranges that
allow access to incoming traffic.

* UpdateRuntimeConfiguration -- Change how server processes are launched
in the fleet, including launch path, launch parameters, and the number
of concurrent processes.

* PutScalingPolicy -- Create or update rules that are used to set the
fleet's capacity (autoscaling).

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

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

Returned Error Codes:

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

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

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet

func (*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 can be used to capture response data after the request's "Send" method is called.

See CreateFleet for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the CreateFleet method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet

func (*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) 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 game session properties, including a game session ID with the custom string you provided.

Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change.

Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request.

By default, newly created game sessions allow new players to join. Use UpdateGameSession to change the game session's player session creation policy.

Available in Amazon GameLift Local.

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

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

Returned Error Codes:

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

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

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

* ErrCodeInvalidFleetStatusException "InvalidFleetStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the fleet. Resolve the conflict
before retrying.

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

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

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

* ErrCodeFleetCapacityExceededException "FleetCapacityExceededException"
The specified fleet has no available instances to fulfill a CreateGameSession
request. Clients can retry such requests immediately or after a waiting period.

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

* ErrCodeIdempotentParameterMismatchException "IdempotentParameterMismatchException"
A game session with this custom ID string already exists in this fleet. Resolve
this conflict before retrying this request.

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession

func (*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.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue

func (*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 can be used to capture response data after the request's "Send" method is called.

See CreateGameSessionQueue for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the CreateGameSessionQueue method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue

func (*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 can be used to capture response data after the request's "Send" method is called.

See CreateGameSession for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the CreateGameSession method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession

func (*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) CreatePlayerSession

func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error)

CreatePlayerSession API operation for Amazon GameLift.

Adds a player to a game session and creates a player session record. Before a player can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a group of players to a game session, use CreatePlayerSessions.

To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, the player is added to the game session and a new PlayerSession object is returned. Player sessions cannot be updated.

Available in Amazon GameLift Local.

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

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

Returned Error Codes:

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

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

* ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the game instance. Resolve
the conflict before retrying.

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession

func (*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 can be used to capture response data after the request's "Send" method is called.

See CreatePlayerSession for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the CreatePlayerSession method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession

func (*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.

Adds a group of players to a game session. This action is useful with a team matching feature. Before players can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a single player to a game session, use CreatePlayerSession.

To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, the players are added to the game session and a set of new PlayerSession objects is returned. Player sessions cannot be updated.

Available in Amazon GameLift Local.

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

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

Returned Error Codes:

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

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

* ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the game instance. Resolve
the conflict before retrying.

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions

func (*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 can be used to capture response data after the request's "Send" method is called.

See CreatePlayerSessions for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the CreatePlayerSessions method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions

func (*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) DeleteAlias

func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error)

DeleteAlias API operation for Amazon GameLift.

Deletes a fleet alias. This action removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias

func (*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 can be used to capture response data after the request's "Send" method is called.

See DeleteAlias for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DeleteAlias method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias

func (*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 record and any uploaded build files.

To delete a build, specify its ID. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild

func (*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 can be used to capture response data after the request's "Send" method is called.

See DeleteBuild for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DeleteBuild method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild

func (*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.

This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.

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

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

Returned Error Codes:

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

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

* ErrCodeInvalidFleetStatusException "InvalidFleetStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the fleet. Resolve the conflict
before retrying.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet

func (*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 can be used to capture response data after the request's "Send" method is called.

See DeleteFleet for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DeleteFleet method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet

func (*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) 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.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue

func (*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 can be used to capture response data after the request's "Send" method is called.

See DeleteGameSessionQueue for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DeleteGameSessionQueue method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue

func (*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) 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.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy

func (*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 can be used to capture response data after the request's "Send" method is called.

See DeleteScalingPolicy for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DeleteScalingPolicy method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy

func (*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) DescribeAlias

func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error)

DescribeAlias API operation for Amazon GameLift.

Retrieves properties for a fleet alias. This operation returns all alias metadata and settings. To get just the fleet ID an alias is currently pointing to, use ResolveAlias.

To get alias properties, specify the alias ID. If successful, an Alias object is returned.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias

func (*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 can be used to capture response data after the request's "Send" method is called.

See DescribeAlias for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeAlias method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias

func (*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 build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild

func (*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 can be used to capture response data after the request's "Send" method is called.

See DescribeBuild for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeBuild method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild

func (*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 level for the AWS account

Service limits vary depending on region. Available regions for Amazon GameLift can be found in the AWS Management Console for Amazon GameLift (see the drop-down list in the upper right corner).

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

See the AWS API reference guide for Amazon GameLift's API operation DescribeEC2InstanceLimits for usage and error information.

Returned Error Codes:

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits

func (*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 can be used to capture response data after the request's "Send" method is called.

See DescribeEC2InstanceLimits for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeEC2InstanceLimits method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// Example sending a request using the DescribeEC2InstanceLimitsRequest method.
req, resp := client.DescribeEC2InstanceLimitsRequest(params)

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits

func (*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 fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes

func (*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 can be used to capture response data after the request's "Send" method is called.

See DescribeFleetAttributes for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeFleetAttributes method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes

func (*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 status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity

func (*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 can be used to capture response data after the request's "Send" method is called.

See DescribeFleetCapacity for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeFleetCapacity method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity

func (*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.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents

func (*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 can be used to capture response data after the request's "Send" method is called.

See DescribeFleetEvents for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeFleetEvents method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents

func (*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 the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings

func (*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 can be used to capture response data after the request's "Send" method is called.

See DescribeFleetPortSettings for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeFleetPortSettings method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings

func (*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. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization

func (*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 can be used to capture response data after the request's "Send" method is called.

See DescribeFleetUtilization for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeFleetUtilization method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization

func (*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) 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.

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

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

Returned Error Codes:

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

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails

func (*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 can be used to capture response data after the request's "Send" method is called.

See DescribeGameSessionDetails for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeGameSessionDetails method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails

func (*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.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement

func (*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 can be used to capture response data after the request's "Send" method is called.

See DescribeGameSessionPlacement for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeGameSessionPlacement method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement

func (*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.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues

func (*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 can be used to capture response data after the request's "Send" method is called.

See DescribeGameSessionQueues for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeGameSessionQueues method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues

func (*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.

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

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

Returned Error Codes:

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

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions

func (*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 can be used to capture response data after the request's "Send" method is called.

See DescribeGameSessions for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeGameSessions method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions

func (*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.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances

func (*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 can be used to capture response data after the request's "Send" method is called.

See DescribeInstances for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeInstances method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances

func (*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) 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.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions

func (*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 can be used to capture response data after the request's "Send" method is called.

See DescribePlayerSessions for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribePlayerSessions method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions

func (*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 the current runtime configuration for the specified fleet. The runtime configuration tells Amazon GameLift how to launch server processes on instances in the fleet.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration

func (*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 can be used to capture response data after the request's "Send" method is called.

See DescribeRuntimeConfiguration for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeRuntimeConfiguration method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration

func (*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.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies

func (*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 can be used to capture response data after the request's "Send" method is called.

See DescribeScalingPolicies for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeScalingPolicies method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies

func (*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) 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. Use this URL to download the logs.

See the AWS Service Limits (http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift) page for maximum log file sizes. Log files that exceed this limit are not saved.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl

func (*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 can be used to capture response data after the request's "Send" method is called.

See GetGameSessionLogUrl for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the GetGameSessionLogUrl method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl

func (*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 watching activity in real time.

Access requires credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request. (See the example later in this topic). For more information on remote access, see Remotely Accessing an Instance (http://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html).

To request access to a specific instance, specify the IDs of the instance and the fleet it belongs to. If successful, an InstanceAccess object is returned containing the instance's IP address and a set of credentials.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess

func (*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 can be used to capture response data after the request's "Send" method is called.

See GetInstanceAccess for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the GetInstanceAccess method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess

func (*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 a collection of alias records for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.

Aliases are not listed in any particular order.

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

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

Returned Error Codes:

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases

func (*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 can be used to capture response data after the request's "Send" method is called.

See ListAliases for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the ListAliases method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases

func (*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 records for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages.

Build records are not listed in any particular order.

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

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

Returned Error Codes:

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds

func (*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 can be used to capture response data after the request's "Send" method is called.

See ListBuilds for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the ListBuilds method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds

func (*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 records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages.

Fleet records are not listed in any particular order.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets

func (*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 can be used to capture response data after the request's "Send" method is called.

See ListFleets for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the ListFleets method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets

func (*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) PutScalingPolicy

func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error)

PutScalingPolicy API operation for Amazon GameLift.

Creates or updates a scaling policy for a fleet. An active scaling policy prompts Amazon GameLift to track a certain metric for a fleet and automatically change the fleet's capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously.

A scaling policy rule statement has the following structure:

If [MetricName] is [ComparisonOperator][Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment].

For example, this policy: "If the number of idle instances exceeds 20 for more than 15 minutes, then reduce the fleet capacity by 10 instances" could be implemented as the following rule statement:

If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, then [ChangeInCapacity] by [-10].

To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the rule values. All parameters for this action are required. If successful, the policy name is returned. Scaling policies cannot be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy

func (*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 can be used to capture response data after the request's "Send" method is called.

See PutScalingPolicy for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the PutScalingPolicy method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy

func (*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) RequestUploadCredentials

func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error)

RequestUploadCredentials API operation for Amazon GameLift.

This API call is not currently in use. Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage location for a specific build. Valid credentials are required to upload your game build files to Amazon S3.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials

func (*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 can be used to capture response data after the request's "Send" method is called.

See RequestUploadCredentials for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the RequestUploadCredentials method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials

func (*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 a specified alias is currently pointing to.

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

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

Returned Error Codes:

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

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias

func (*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 can be used to capture response data after the request's "Send" method is called.

See ResolveAlias for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the ResolveAlias method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias

func (*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) SearchGameSessions

func (c *GameLift) SearchGameSessions(input *SearchGameSessionsInput) (*SearchGameSessionsOutput, error)

SearchGameSessions API operation for Amazon GameLift.

Retrieves a set of game sessions that match a set of search criteria and sorts them in a specified order. Currently a game session search is limited to a single fleet. Search results include only game sessions that are in ACTIVE status. If you need to retrieve game sessions with a status other than active, use DescribeGameSessions. If you need to retrieve the protection policy for each game session, use DescribeGameSessionDetails.

You can search or sort by the following game session attributes:

* gameSessionId -- Unique identifier for the game session. You can use
either a GameSessionId or GameSessionArn value.

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

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

* playerSessionCount -- Number of players currently connected to a game
session. This value changes rapidly as players join the session or drop
out.

* maximumSessions -- Maximum number of player sessions allowed for a game
session. This value is set when requesting a new game session with CreateGameSession
or updating with UpdateGameSession.

* hasAvailablePlayerSessions -- Boolean value indicating whether or not
a game session has reached its maximum number of players. When searching
with this attribute, the search value must be true or false. It is highly
recommended that all search requests include this filter attribute to
optimize search performance and return only sessions that players can
join.

To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of GameSession objects matching the request is returned.

Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.

Available in Amazon GameLift Local.

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

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

Returned Error Codes:

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

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions

func (*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 can be used to capture response data after the request's "Send" method is called.

See SearchGameSessions for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the SearchGameSessions method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions

func (*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) 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 IDs and player data for each player you want to
join to the new game session

* Latency data for all players (if you want to optimize game play for
the players)

If successful, a new game session placement is created.

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

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement

func (*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 can be used to capture response data after the request's "Send" method is called.

See StartGameSessionPlacement for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the StartGameSessionPlacement method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement

func (*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) StopGameSessionPlacement

func (c *GameLift) StopGameSessionPlacement(input *StopGameSessionPlacementInput) (*StopGameSessionPlacementOutput, error)

StopGameSessionPlacement API operation for Amazon GameLift.

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

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement

func (*GameLift) StopGameSessionPlacementRequest

func (c *GameLift) StopGameSessionPlacementRequest(input *StopGameSessionPlacementInput) (req *request.Request, output *StopGameSessionPlacementOutput)

StopGameSessionPlacementRequest generates a "aws/request.Request" representing the client's request for the StopGameSessionPlacement operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

See StopGameSessionPlacement for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the StopGameSessionPlacement method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement

func (*GameLift) StopGameSessionPlacementWithContext

func (c *GameLift) StopGameSessionPlacementWithContext(ctx aws.Context, input *StopGameSessionPlacementInput, opts ...request.Option) (*StopGameSessionPlacementOutput, error)

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

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

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

func (*GameLift) UpdateAlias

func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error)

UpdateAlias API operation for Amazon GameLift.

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

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias

func (*GameLift) UpdateAliasRequest

func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Request, output *UpdateAliasOutput)

UpdateAliasRequest generates a "aws/request.Request" representing the client's request for the UpdateAlias operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

See UpdateAlias for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateAlias method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias

func (*GameLift) UpdateAliasWithContext

func (c *GameLift) UpdateAliasWithContext(ctx aws.Context, input *UpdateAliasInput, opts ...request.Option) (*UpdateAliasOutput, error)

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

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

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

func (*GameLift) UpdateBuild

func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error)

UpdateBuild API operation for Amazon GameLift.

Updates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild

func (*GameLift) UpdateBuildRequest

func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Request, output *UpdateBuildOutput)

UpdateBuildRequest generates a "aws/request.Request" representing the client's request for the UpdateBuild operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

See UpdateBuild for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateBuild method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild

func (*GameLift) UpdateBuildWithContext

func (c *GameLift) UpdateBuildWithContext(ctx aws.Context, input *UpdateBuildInput, opts ...request.Option) (*UpdateBuildOutput, error)

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

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

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

func (*GameLift) UpdateFleetAttributes

func (c *GameLift) UpdateFleetAttributes(input *UpdateFleetAttributesInput) (*UpdateFleetAttributesOutput, error)

UpdateFleetAttributes API operation for Amazon GameLift.

Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values you want to change. If successful, the fleet ID for the updated fleet is returned.

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

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

Returned Error Codes:

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

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

* ErrCodeInvalidFleetStatusException "InvalidFleetStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the fleet. Resolve the conflict
before retrying.

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes

func (*GameLift) UpdateFleetAttributesRequest

func (c *GameLift) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) (req *request.Request, output *UpdateFleetAttributesOutput)

UpdateFleetAttributesRequest generates a "aws/request.Request" representing the client's request for the UpdateFleetAttributes operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

See UpdateFleetAttributes for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateFleetAttributes method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes

func (*GameLift) UpdateFleetAttributesWithContext

func (c *GameLift) UpdateFleetAttributesWithContext(ctx aws.Context, input *UpdateFleetAttributesInput, opts ...request.Option) (*UpdateFleetAttributesOutput, error)

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

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

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

func (*GameLift) UpdateFleetCapacity

func (c *GameLift) UpdateFleetCapacity(input *UpdateFleetCapacityInput) (*UpdateFleetCapacityOutput, error)

UpdateFleetCapacity API operation for Amazon GameLift.

Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.

If you're using autoscaling (see PutScalingPolicy), you may want to specify a minimum and/or maximum capacity. If you don't provide these, autoscaling can set capacity anywhere between zero and the service limits (http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift).

To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs.

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

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

Returned Error Codes:

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

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

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

* ErrCodeInvalidFleetStatusException "InvalidFleetStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the fleet. Resolve the conflict
before retrying.

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity

func (*GameLift) UpdateFleetCapacityRequest

func (c *GameLift) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) (req *request.Request, output *UpdateFleetCapacityOutput)

UpdateFleetCapacityRequest generates a "aws/request.Request" representing the client's request for the UpdateFleetCapacity operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

See UpdateFleetCapacity for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateFleetCapacity method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity

func (*GameLift) UpdateFleetCapacityWithContext

func (c *GameLift) UpdateFleetCapacityWithContext(ctx aws.Context, input *UpdateFleetCapacityInput, opts ...request.Option) (*UpdateFleetCapacityOutput, error)

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

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

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

func (*GameLift) UpdateFleetPortSettings

func (c *GameLift) UpdateFleetPortSettings(input *UpdateFleetPortSettingsInput) (*UpdateFleetPortSettingsOutput, error)

UpdateFleetPortSettings API operation for Amazon GameLift.

Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned.

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

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

Returned Error Codes:

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

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

* ErrCodeInvalidFleetStatusException "InvalidFleetStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the fleet. Resolve the conflict
before retrying.

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings

func (*GameLift) UpdateFleetPortSettingsRequest

func (c *GameLift) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) (req *request.Request, output *UpdateFleetPortSettingsOutput)

UpdateFleetPortSettingsRequest generates a "aws/request.Request" representing the client's request for the UpdateFleetPortSettings operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

See UpdateFleetPortSettings for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateFleetPortSettings method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings

func (*GameLift) UpdateFleetPortSettingsWithContext

func (c *GameLift) UpdateFleetPortSettingsWithContext(ctx aws.Context, input *UpdateFleetPortSettingsInput, opts ...request.Option) (*UpdateFleetPortSettingsOutput, error)

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

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

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

func (*GameLift) UpdateGameSession

func (c *GameLift) UpdateGameSession(input *UpdateGameSessionInput) (*UpdateGameSessionOutput, error)

UpdateGameSession API operation for Amazon GameLift.

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

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

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

Returned Error Codes:

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

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

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

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

* ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the game instance. Resolve
the conflict before retrying.

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession

func (*GameLift) UpdateGameSessionQueue

func (c *GameLift) UpdateGameSessionQueue(input *UpdateGameSessionQueueInput) (*UpdateGameSessionQueueOutput, error)

UpdateGameSessionQueue API operation for Amazon GameLift.

Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.

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

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

Returned Error Codes:

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

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

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue

func (*GameLift) UpdateGameSessionQueueRequest

func (c *GameLift) UpdateGameSessionQueueRequest(input *UpdateGameSessionQueueInput) (req *request.Request, output *UpdateGameSessionQueueOutput)

UpdateGameSessionQueueRequest generates a "aws/request.Request" representing the client's request for the UpdateGameSessionQueue operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

See UpdateGameSessionQueue for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateGameSessionQueue method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue

func (*GameLift) UpdateGameSessionQueueWithContext

func (c *GameLift) UpdateGameSessionQueueWithContext(ctx aws.Context, input *UpdateGameSessionQueueInput, opts ...request.Option) (*UpdateGameSessionQueueOutput, error)

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

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

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

func (*GameLift) UpdateGameSessionRequest

func (c *GameLift) UpdateGameSessionRequest(input *UpdateGameSessionInput) (req *request.Request, output *UpdateGameSessionOutput)

UpdateGameSessionRequest generates a "aws/request.Request" representing the client's request for the UpdateGameSession operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

See UpdateGameSession for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateGameSession method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession

func (*GameLift) UpdateGameSessionWithContext

func (c *GameLift) UpdateGameSessionWithContext(ctx aws.Context, input *UpdateGameSessionInput, opts ...request.Option) (*UpdateGameSessionOutput, error)

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

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

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

func (*GameLift) UpdateRuntimeConfiguration

func (c *GameLift) UpdateRuntimeConfiguration(input *UpdateRuntimeConfigurationInput) (*UpdateRuntimeConfigurationOutput, error)

UpdateRuntimeConfiguration API operation for Amazon GameLift.

Updates the current runtime configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in an ACTIVE status.

To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration object with the updated collection of server process configurations.

Each instance in a Amazon GameLift fleet checks regularly for an updated runtime configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while Amazon GameLift simply adds new server processes to fit the current runtime configuration. As a result, the runtime configuration changes are applied gradually as existing processes shut down and new processes are launched in Amazon GameLift's normal process recycling activity.

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

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

Returned Error Codes:

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

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

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

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

* ErrCodeInvalidFleetStatusException "InvalidFleetStatusException"
The requested operation would cause a conflict with the current state of
a resource associated with the request and/or the fleet. Resolve the conflict
before retrying.

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration

func (*GameLift) UpdateRuntimeConfigurationRequest

func (c *GameLift) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigurationInput) (req *request.Request, output *UpdateRuntimeConfigurationOutput)

UpdateRuntimeConfigurationRequest generates a "aws/request.Request" representing the client's request for the UpdateRuntimeConfiguration operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

See UpdateRuntimeConfiguration for usage and error information.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateRuntimeConfiguration method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

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

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

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration

func (*GameLift) UpdateRuntimeConfigurationWithContext

func (c *GameLift) UpdateRuntimeConfigurationWithContext(ctx aws.Context, input *UpdateRuntimeConfigurationInput, opts ...request.Option) (*UpdateRuntimeConfigurationOutput, error)

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

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

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

type GameProperty

Set of key-value pairs containing information a server process requires to set up a game session. This object allows you to pass in any set of data needed for your game. For more information, see the Amazon GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/). Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameProperty

type GameProperty struct {

    // TBD
    //
    // Key is a required field
    Key *string `type:"string" required:"true"`

    // TBD
    //
    // Value is a required field
    Value *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

func (GameProperty) GoString

func (s GameProperty) GoString() string

GoString returns the string representation

func (*GameProperty) SetKey

func (s *GameProperty) SetKey(v string) *GameProperty

SetKey sets the Key field's value.

func (*GameProperty) SetValue

func (s *GameProperty) SetValue(v string) *GameProperty

SetValue sets the Value field's value.

func (GameProperty) String

func (s GameProperty) String() string

String returns the string representation

func (*GameProperty) Validate

func (s *GameProperty) Validate() error

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

type GameSession

Properties describing a game session. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSession

type GameSession struct {

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

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

    // Number of players currently in the game session.
    CurrentPlayerSessionCount *int64 `type:"integer"`

    // Unique identifier for a fleet the game session is running on.
    FleetId *string `type:"string"`

    // Set of developer-defined properties for a game session. These properties
    // are passed to the server process hosting the game session.
    GameProperties []*GameProperty `type:"list"`

    // Unique identifier for the game session. A game session ID has the following
    // format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string
    // or idempotency token>.
    GameSessionId *string `min:"1" type:"string"`

    // IP address of the game session. To connect to a Amazon GameLift game server,
    // an app needs both the IP address and port number.
    IpAddress *string `type:"string"`

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

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

    // Indicates whether or not the game session is accepting new players.
    PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"`

    // Port number for the game session. To connect to a Amazon GameLift game server,
    // an app needs both the IP address and port number.
    Port *int64 `min:"1" type:"integer"`

    // Current status of the game session. A game session must have an ACTIVE status
    // to have player sessions.
    Status *string `type:"string" enum:"GameSessionStatus"`

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

func (GameSession) GoString

func (s GameSession) GoString() string

GoString returns the string representation

func (*GameSession) SetCreationTime

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

SetCreationTime sets the CreationTime field's value.

func (*GameSession) SetCreatorId

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

SetCreatorId sets the CreatorId field's value.

func (*GameSession) SetCurrentPlayerSessionCount

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

SetCurrentPlayerSessionCount sets the CurrentPlayerSessionCount field's value.

func (*GameSession) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*GameSession) SetGameProperties

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

SetGameProperties sets the GameProperties field's value.

func (*GameSession) SetGameSessionId

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

SetGameSessionId sets the GameSessionId field's value.

func (*GameSession) SetIpAddress

func (s *GameSession) SetIpAddress(v string) *GameSession

SetIpAddress sets the IpAddress field's value.

func (*GameSession) SetMaximumPlayerSessionCount

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

SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.

func (*GameSession) SetName

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

SetName sets the Name field's value.

func (*GameSession) SetPlayerSessionCreationPolicy

func (s *GameSession) SetPlayerSessionCreationPolicy(v string) *GameSession

SetPlayerSessionCreationPolicy sets the PlayerSessionCreationPolicy field's value.

func (*GameSession) SetPort

func (s *GameSession) SetPort(v int64) *GameSession

SetPort sets the Port field's value.

func (*GameSession) SetStatus

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

SetStatus sets the Status field's value.

func (*GameSession) SetTerminationTime

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

SetTerminationTime sets the TerminationTime field's value.

func (GameSession) String

func (s GameSession) String() string

String returns the string representation

type GameSessionDetail

A game session's properties plus the protection policy currently in force. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionDetail

type GameSessionDetail struct {

    // Object that describes a game session.
    GameSession *GameSession `type:"structure"`

    // Current status of protection for the game session.
    //
    //    * NoProtection – The game session can be terminated during a scale-down
    //    event.
    //
    //    * FullProtection – If the game session is in an ACTIVE status, it cannot
    //    be terminated during a scale-down event.
    ProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"`
    // contains filtered or unexported fields
}

func (GameSessionDetail) GoString

func (s GameSessionDetail) GoString() string

GoString returns the string representation

func (*GameSessionDetail) SetGameSession

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

SetGameSession sets the GameSession field's value.

func (*GameSessionDetail) SetProtectionPolicy

func (s *GameSessionDetail) SetProtectionPolicy(v string) *GameSessionDetail

SetProtectionPolicy sets the ProtectionPolicy field's value.

func (GameSessionDetail) String

func (s GameSessionDetail) String() string

String returns the string representation

type GameSessionPlacement

Object that describes a StartGameSessionPlacement request. This object includes the full details of the original request plus the current status and start/end time stamps.

Game session placement-related operations include:

* StartGameSessionPlacement

* DescribeGameSessionPlacement

* StopGameSessionPlacement

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionPlacement

type GameSessionPlacement struct {

    // Time stamp indicating when this request was completed, canceled, or timed
    // out.
    EndTime *time.Time `type:"timestamp" timestampFormat:"unix"`

    // Set of developer-defined properties for a game session. These properties
    // are passed to the server process hosting the game session.
    GameProperties []*GameProperty `type:"list"`

    // Identifier for the game session created by this placement request. This value
    // is set once the new game session is placed (placement status is Fulfilled).
    // This identifier is unique across all regions. You can use this value as a
    // GameSessionId value as needed.
    GameSessionArn *string `min:"1" type:"string"`

    // Unique identifier for the game session. This value is set once the new game
    // session is placed (placement status is Fulfilled).
    GameSessionId *string `min:"1" type:"string"`

    // Descriptive label that is associated with a game session. Session names do
    // not need to be unique.
    GameSessionName *string `min:"1" type:"string"`

    // Descriptive label that is associated with queue. Queue names must be unique
    // within each region.
    GameSessionQueueName *string `min:"1" type:"string"`

    // Name of the region where the game session created by this placement request
    // is running. This value is set once the new game session is placed (placement
    // status is Fulfilled).
    GameSessionRegion *string `min:"1" type:"string"`

    // IP address of the game session. To connect to a Amazon GameLift game server,
    // an app needs both the IP address and port number. This value is set once
    // the new game session is placed (placement status is Fulfilled).
    IpAddress *string `type:"string"`

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

    // Collection of information on player sessions created in response to the game
    // session placement request. These player sessions are created only once a
    // new game session is successfully placed (placement status is Fulfilled).
    // This information includes the player ID (as provided in the placement request)
    // and the corresponding player session ID. Retrieve full player sessions by
    // calling DescribePlayerSessions with the player session ID.
    PlacedPlayerSessions []*PlacedPlayerSession `type:"list"`

    // Unique identifier for a game session placement.
    PlacementId *string `min:"1" type:"string"`

    // Set of values, expressed in milliseconds, indicating the amount of latency
    // that players are experiencing when connected to AWS regions.
    PlayerLatencies []*PlayerLatency `type:"list"`

    // Port number for the game session. To connect to a Amazon GameLift game server,
    // an app needs both the IP address and port number. This value is set once
    // the new game session is placed (placement status is Fulfilled).
    Port *int64 `min:"1" type:"integer"`

    // Time stamp indicating when this request was placed in the queue. Format is
    // a number expressed in Unix time as milliseconds (for example "1469498468.057").
    StartTime *time.Time `type:"timestamp" timestampFormat:"unix"`

    // Current status of the game session placement request.
    //
    //    * PENDING – The placement request is currently in the queue waiting to
    //    be processed.
    //
    //    * FULFILLED – A new game session and player sessions (if requested) have
    //    been successfully created. Values for GameSessionArn and GameSessionRegion
    //    are available.
    //
    //    * CANCELLED – The placement request was canceled with a call to StopGameSessionPlacement.
    //
    //    * TIMED_OUT – A new game session was not successfully created before the
    //    time limit expired. You can resubmit the placement request as needed.
    Status *string `type:"string" enum:"GameSessionPlacementState"`
    // contains filtered or unexported fields
}

func (GameSessionPlacement) GoString

func (s GameSessionPlacement) GoString() string

GoString returns the string representation

func (*GameSessionPlacement) SetEndTime

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

SetEndTime sets the EndTime field's value.

func (*GameSessionPlacement) SetGameProperties

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

SetGameProperties sets the GameProperties field's value.

func (*GameSessionPlacement) SetGameSessionArn

func (s *GameSessionPlacement) SetGameSessionArn(v string) *GameSessionPlacement

SetGameSessionArn sets the GameSessionArn field's value.

func (*GameSessionPlacement) SetGameSessionId

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

SetGameSessionId sets the GameSessionId field's value.

func (*GameSessionPlacement) SetGameSessionName

func (s *GameSessionPlacement) SetGameSessionName(v string) *GameSessionPlacement

SetGameSessionName sets the GameSessionName field's value.

func (*GameSessionPlacement) SetGameSessionQueueName

func (s *GameSessionPlacement) SetGameSessionQueueName(v string) *GameSessionPlacement

SetGameSessionQueueName sets the GameSessionQueueName field's value.

func (*GameSessionPlacement) SetGameSessionRegion

func (s *GameSessionPlacement) SetGameSessionRegion(v string) *GameSessionPlacement

SetGameSessionRegion sets the GameSessionRegion field's value.

func (*GameSessionPlacement) SetIpAddress

func (s *GameSessionPlacement) SetIpAddress(v string) *GameSessionPlacement

SetIpAddress sets the IpAddress field's value.

func (*GameSessionPlacement) SetMaximumPlayerSessionCount

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

SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.

func (*GameSessionPlacement) SetPlacedPlayerSessions

func (s *GameSessionPlacement) SetPlacedPlayerSessions(v []*PlacedPlayerSession) *GameSessionPlacement

SetPlacedPlayerSessions sets the PlacedPlayerSessions field's value.

func (*GameSessionPlacement) SetPlacementId

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

SetPlacementId sets the PlacementId field's value.

func (*GameSessionPlacement) SetPlayerLatencies

func (s *GameSessionPlacement) SetPlayerLatencies(v []*PlayerLatency) *GameSessionPlacement

SetPlayerLatencies sets the PlayerLatencies field's value.

func (*GameSessionPlacement) SetPort

func (s *GameSessionPlacement) SetPort(v int64) *GameSessionPlacement

SetPort sets the Port field's value.

func (*GameSessionPlacement) SetStartTime

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

SetStartTime sets the StartTime field's value.

func (*GameSessionPlacement) SetStatus

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

SetStatus sets the Status field's value.

func (GameSessionPlacement) String

func (s GameSessionPlacement) String() string

String returns the string representation

type GameSessionQueue

Configuration of a queue that is used to process game session placement requests. The queue configuration identifies several game features:

* The destinations where a new game session can potentially be hosted.
Amazon GameLift tries these destinations in an order based on either the
queue's default order or player latency information, if provided in a
placement request. With latency information, Amazon GameLift can place
game sessions where the majority of players are reporting the lowest possible
latency.

* The length of time that placement requests can wait in the queue before
timing out.

* A set of optional latency policies that protect individual players from
high latencies, preventing game sessions from being placed where any individual
player is reporting latency higher than a policy's maximum.

Queue-related operations include the following:

* CreateGameSessionQueue

* DescribeGameSessionQueues

* UpdateGameSessionQueue

* DeleteGameSessionQueue

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionQueue

type GameSessionQueue struct {

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

    // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
    // that is assigned to a game session queue and uniquely identifies it. Format
    // is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
    GameSessionQueueArn *string `min:"1" type:"string"`

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

    // Collection of latency policies to apply when processing game sessions placement
    // requests with player latency information. Multiple policies are evaluated
    // in order of the maximum latency value, starting with the lowest latency values.
    // With just one policy, it is enforced at the start of the game session placement
    // for the duration period. With multiple policies, each policy is enforced
    // consecutively for its duration period. For example, a queue might enforce
    // a 60-second policy followed by a 120-second policy, and then no policy for
    // the remainder of the placement.
    PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"`

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

func (GameSessionQueue) GoString

func (s GameSessionQueue) GoString() string

GoString returns the string representation

func (*GameSessionQueue) SetDestinations

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

SetDestinations sets the Destinations field's value.

func (*GameSessionQueue) SetGameSessionQueueArn

func (s *GameSessionQueue) SetGameSessionQueueArn(v string) *GameSessionQueue

SetGameSessionQueueArn sets the GameSessionQueueArn field's value.

func (*GameSessionQueue) SetName

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

SetName sets the Name field's value.

func (*GameSessionQueue) SetPlayerLatencyPolicies

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

SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.

func (*GameSessionQueue) SetTimeoutInSeconds

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

SetTimeoutInSeconds sets the TimeoutInSeconds field's value.

func (GameSessionQueue) String

func (s GameSessionQueue) String() string

String returns the string representation

type GameSessionQueueDestination

Fleet designated in a game session queue. Requests for new game sessions in the queue are fulfilled by starting a new game session on any destination configured for a queue. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionQueueDestination

type GameSessionQueueDestination struct {

    // Amazon Resource Name (ARN) assigned to fleet or fleet alias. ARNs, which
    // include a fleet ID or alias ID and a region name, provide a unique identifier
    // across all regions.
    DestinationArn *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

func (GameSessionQueueDestination) GoString

func (s GameSessionQueueDestination) GoString() string

GoString returns the string representation

func (*GameSessionQueueDestination) SetDestinationArn

func (s *GameSessionQueueDestination) SetDestinationArn(v string) *GameSessionQueueDestination

SetDestinationArn sets the DestinationArn field's value.

func (GameSessionQueueDestination) String

func (s GameSessionQueueDestination) String() string

String returns the string representation

func (*GameSessionQueueDestination) Validate

func (s *GameSessionQueueDestination) Validate() error

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

type GetGameSessionLogUrlInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrlInput

type GetGameSessionLogUrlInput struct {

    // Unique identifier for the game session to get logs for.
    //
    // GameSessionId is a required field
    GameSessionId *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

func (GetGameSessionLogUrlInput) GoString

func (s GetGameSessionLogUrlInput) GoString() string

GoString returns the string representation

func (*GetGameSessionLogUrlInput) SetGameSessionId

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

SetGameSessionId sets the GameSessionId field's value.

func (GetGameSessionLogUrlInput) String

func (s GetGameSessionLogUrlInput) String() string

String returns the string representation

func (*GetGameSessionLogUrlInput) Validate

func (s *GetGameSessionLogUrlInput) Validate() error

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

type GetGameSessionLogUrlOutput

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrlOutput

type GetGameSessionLogUrlOutput struct {

    // Location of the requested game session logs, available for download.
    PreSignedUrl *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

func (GetGameSessionLogUrlOutput) GoString

func (s GetGameSessionLogUrlOutput) GoString() string

GoString returns the string representation

func (*GetGameSessionLogUrlOutput) SetPreSignedUrl

func (s *GetGameSessionLogUrlOutput) SetPreSignedUrl(v string) *GetGameSessionLogUrlOutput

SetPreSignedUrl sets the PreSignedUrl field's value.

func (GetGameSessionLogUrlOutput) String

func (s GetGameSessionLogUrlOutput) String() string

String returns the string representation

type GetInstanceAccessInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccessInput

type GetInstanceAccessInput struct {

    // Unique identifier for a fleet that contains the instance you want access
    // to. The fleet can be in any of the following statuses: ACTIVATING, ACTIVE,
    // or ERROR. Fleets with an ERROR status may be accessible for a short time
    // before they are deleted.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

    // Unique identifier for an instance you want to get access to. You can access
    // an instance in any status.
    //
    // InstanceId is a required field
    InstanceId *string `type:"string" required:"true"`
    // contains filtered or unexported fields
}

func (GetInstanceAccessInput) GoString

func (s GetInstanceAccessInput) GoString() string

GoString returns the string representation

func (*GetInstanceAccessInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*GetInstanceAccessInput) SetInstanceId

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

SetInstanceId sets the InstanceId field's value.

func (GetInstanceAccessInput) String

func (s GetInstanceAccessInput) String() string

String returns the string representation

func (*GetInstanceAccessInput) Validate

func (s *GetInstanceAccessInput) Validate() error

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

type GetInstanceAccessOutput

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccessOutput

type GetInstanceAccessOutput struct {

    // Object that contains connection information for a fleet instance, including
    // IP address and access credentials.
    InstanceAccess *InstanceAccess `type:"structure"`
    // contains filtered or unexported fields
}

func (GetInstanceAccessOutput) GoString

func (s GetInstanceAccessOutput) GoString() string

GoString returns the string representation

func (*GetInstanceAccessOutput) SetInstanceAccess

func (s *GetInstanceAccessOutput) SetInstanceAccess(v *InstanceAccess) *GetInstanceAccessOutput

SetInstanceAccess sets the InstanceAccess field's value.

func (GetInstanceAccessOutput) String

func (s GetInstanceAccessOutput) String() string

String returns the string representation

type Instance

Properties that describe an instance of a virtual computing resource that hosts one or more game servers. A fleet contains zero or more instances. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Instance

type Instance struct {

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

    // Unique identifier for a fleet that the instance is in.
    FleetId *string `type:"string"`

    // Unique identifier for an instance.
    InstanceId *string `type:"string"`

    // IP address assigned to the instance.
    IpAddress *string `type:"string"`

    // Operating system that is running on this instance.
    OperatingSystem *string `type:"string" enum:"OperatingSystem"`

    // Current status of the instance. Possible statuses include the following:
    //
    //    * PENDING – The instance is in the process of being created and launching
    //    server processes as defined in the fleet's runtime configuration.
    //
    //    * ACTIVE – The instance has been successfully created and at least one
    //    server process has successfully launched and reported back to Amazon GameLift
    //    that it is ready to host a game session. The instance is now considered
    //    ready to host game sessions.
    //
    //    * TERMINATING – The instance is in the process of shutting down. This
    //    may happen to reduce capacity during a scaling down event or to recycle
    //    resources in the event of a problem.
    Status *string `type:"string" enum:"InstanceStatus"`

    // EC2 instance type that defines the computing resources of this instance.
    Type *string `type:"string" enum:"EC2InstanceType"`
    // contains filtered or unexported fields
}

func (Instance) GoString

func (s Instance) GoString() string

GoString returns the string representation

func (*Instance) SetCreationTime

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

SetCreationTime sets the CreationTime field's value.

func (*Instance) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*Instance) SetInstanceId

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

SetInstanceId sets the InstanceId field's value.

func (*Instance) SetIpAddress

func (s *Instance) SetIpAddress(v string) *Instance

SetIpAddress sets the IpAddress field's value.

func (*Instance) SetOperatingSystem

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

SetOperatingSystem sets the OperatingSystem field's value.

func (*Instance) SetStatus

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

SetStatus sets the Status field's value.

func (*Instance) SetType

func (s *Instance) SetType(v string) *Instance

SetType sets the Type field's value.

func (Instance) String

func (s Instance) String() string

String returns the string representation

type InstanceAccess

Information required to remotely connect to a fleet instance. Access is requested by calling GetInstanceAccess. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/InstanceAccess

type InstanceAccess struct {

    // Credentials required to access the instance.
    Credentials *InstanceCredentials `type:"structure"`

    // Unique identifier for a fleet containing the instance being accessed.
    FleetId *string `type:"string"`

    // Unique identifier for an instance being accessed.
    InstanceId *string `type:"string"`

    // IP address assigned to the instance.
    IpAddress *string `type:"string"`

    // Operating system that is running on the instance.
    OperatingSystem *string `type:"string" enum:"OperatingSystem"`
    // contains filtered or unexported fields
}

func (InstanceAccess) GoString

func (s InstanceAccess) GoString() string

GoString returns the string representation

func (*InstanceAccess) SetCredentials

func (s *InstanceAccess) SetCredentials(v *InstanceCredentials) *InstanceAccess

SetCredentials sets the Credentials field's value.

func (*InstanceAccess) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*InstanceAccess) SetInstanceId

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

SetInstanceId sets the InstanceId field's value.

func (*InstanceAccess) SetIpAddress

func (s *InstanceAccess) SetIpAddress(v string) *InstanceAccess

SetIpAddress sets the IpAddress field's value.

func (*InstanceAccess) SetOperatingSystem

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

SetOperatingSystem sets the OperatingSystem field's value.

func (InstanceAccess) String

func (s InstanceAccess) String() string

String returns the string representation

type InstanceCredentials

Set of credentials required to remotely access a fleet instance. Access credentials are requested by calling GetInstanceAccess and returned in an InstanceAccess object. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/InstanceCredentials

type InstanceCredentials struct {

    // Secret string. For Windows instances, the secret is a password for use with
    // Windows Remote Desktop. For Linux instances, it is a private key (which must
    // be saved as a .pem file) for use with SSH.
    Secret *string `min:"1" type:"string"`

    // User login string.
    UserName *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

func (InstanceCredentials) GoString

func (s InstanceCredentials) GoString() string

GoString returns the string representation

func (*InstanceCredentials) SetSecret

func (s *InstanceCredentials) SetSecret(v string) *InstanceCredentials

SetSecret sets the Secret field's value.

func (*InstanceCredentials) SetUserName

func (s *InstanceCredentials) SetUserName(v string) *InstanceCredentials

SetUserName sets the UserName field's value.

func (InstanceCredentials) String

func (s InstanceCredentials) String() string

String returns the string representation

type IpPermission

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on Amazon GameLift. Each game session hosted on a fleet is assigned a unique combination of IP address and port number, which must fall into the fleet's allowed ranges. This combination is included in the GameSession object. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/IpPermission

type IpPermission struct {

    // Starting value for a range of allowed port numbers.
    //
    // FromPort is a required field
    FromPort *int64 `min:"1" type:"integer" required:"true"`

    // Range of allowed IP addresses. This value must be expressed in CIDR notation.
    // Example: "000.000.000.000/[subnet mask]" or optionally the shortened version
    // "0.0.0.0/[subnet mask]".
    //
    // IpRange is a required field
    IpRange *string `type:"string" required:"true"`

    // Network communication protocol used by the fleet.
    //
    // Protocol is a required field
    Protocol *string `type:"string" required:"true" enum:"IpProtocol"`

    // Ending value for a range of allowed port numbers. Port numbers are end-inclusive.
    // This value must be higher than FromPort.
    //
    // ToPort is a required field
    ToPort *int64 `min:"1" type:"integer" required:"true"`
    // contains filtered or unexported fields
}

func (IpPermission) GoString

func (s IpPermission) GoString() string

GoString returns the string representation

func (*IpPermission) SetFromPort

func (s *IpPermission) SetFromPort(v int64) *IpPermission

SetFromPort sets the FromPort field's value.

func (*IpPermission) SetIpRange

func (s *IpPermission) SetIpRange(v string) *IpPermission

SetIpRange sets the IpRange field's value.

func (*IpPermission) SetProtocol

func (s *IpPermission) SetProtocol(v string) *IpPermission

SetProtocol sets the Protocol field's value.

func (*IpPermission) SetToPort

func (s *IpPermission) SetToPort(v int64) *IpPermission

SetToPort sets the ToPort field's value.

func (IpPermission) String

func (s IpPermission) String() string

String returns the string representation

func (*IpPermission) Validate

func (s *IpPermission) Validate() error

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

type ListAliasesInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliasesInput

type ListAliasesInput struct {

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

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

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

    // Type of routing to filter results on. Use this parameter to retrieve only
    // aliases of a certain type. To retrieve all aliases, leave this parameter
    // empty.
    //
    // Possible routing types include the following:
    //
    //    * SIMPLE – The alias resolves to one specific fleet. Use this type when
    //    routing to active fleets.
    //
    //    * TERMINAL – The alias does not resolve to a fleet but instead can be
    //    used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException
    //    with the RoutingStrategy message embedded.
    RoutingStrategyType *string `type:"string" enum:"RoutingStrategyType"`
    // contains filtered or unexported fields
}

func (ListAliasesInput) GoString

func (s ListAliasesInput) GoString() string

GoString returns the string representation

func (*ListAliasesInput) SetLimit

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

SetLimit sets the Limit field's value.

func (*ListAliasesInput) SetName

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

SetName sets the Name field's value.

func (*ListAliasesInput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (*ListAliasesInput) SetRoutingStrategyType

func (s *ListAliasesInput) SetRoutingStrategyType(v string) *ListAliasesInput

SetRoutingStrategyType sets the RoutingStrategyType field's value.

func (ListAliasesInput) String

func (s ListAliasesInput) String() string

String returns the string representation

func (*ListAliasesInput) Validate

func (s *ListAliasesInput) Validate() error

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

type ListAliasesOutput

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliasesOutput

type ListAliasesOutput struct {

    // Collection of alias records that match the list request.
    Aliases []*Alias `type:"list"`

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

func (ListAliasesOutput) GoString

func (s ListAliasesOutput) GoString() string

GoString returns the string representation

func (*ListAliasesOutput) SetAliases

func (s *ListAliasesOutput) SetAliases(v []*Alias) *ListAliasesOutput

SetAliases sets the Aliases field's value.

func (*ListAliasesOutput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (ListAliasesOutput) String

func (s ListAliasesOutput) String() string

String returns the string representation

type ListBuildsInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuildsInput

type ListBuildsInput struct {

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

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

    // Build status to filter results by. To retrieve all builds, leave this parameter
    // empty.
    //
    // Possible build statuses include the following:
    //
    //    * INITIALIZED – A new build has been defined, but no files have been uploaded.
    //    You cannot create fleets for builds that are in this status. When a build
    //    is successfully created, the build status is set to this value.
    //
    //    * READY – The game build has been successfully uploaded. You can now create
    //    new fleets for this build.
    //
    //    * FAILED – The game build upload failed. You cannot create new fleets
    //    for this build.
    Status *string `type:"string" enum:"BuildStatus"`
    // contains filtered or unexported fields
}

func (ListBuildsInput) GoString

func (s ListBuildsInput) GoString() string

GoString returns the string representation

func (*ListBuildsInput) SetLimit

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

SetLimit sets the Limit field's value.

func (*ListBuildsInput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (*ListBuildsInput) SetStatus

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

SetStatus sets the Status field's value.

func (ListBuildsInput) String

func (s ListBuildsInput) String() string

String returns the string representation

func (*ListBuildsInput) Validate

func (s *ListBuildsInput) Validate() error

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

type ListBuildsOutput

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuildsOutput

type ListBuildsOutput struct {

    // Collection of build records that match the request.
    Builds []*Build `type:"list"`

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

func (ListBuildsOutput) GoString

func (s ListBuildsOutput) GoString() string

GoString returns the string representation

func (*ListBuildsOutput) SetBuilds

func (s *ListBuildsOutput) SetBuilds(v []*Build) *ListBuildsOutput

SetBuilds sets the Builds field's value.

func (*ListBuildsOutput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (ListBuildsOutput) String

func (s ListBuildsOutput) String() string

String returns the string representation

type ListFleetsInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleetsInput

type ListFleetsInput struct {

    // Unique identifier for a build to return fleets for. Use this parameter to
    // return only fleets using the specified build. To retrieve all fleets, leave
    // this parameter empty.
    BuildId *string `type:"string"`

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

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

func (ListFleetsInput) GoString

func (s ListFleetsInput) GoString() string

GoString returns the string representation

func (*ListFleetsInput) SetBuildId

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

SetBuildId sets the BuildId field's value.

func (*ListFleetsInput) SetLimit

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

SetLimit sets the Limit field's value.

func (*ListFleetsInput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (ListFleetsInput) String

func (s ListFleetsInput) String() string

String returns the string representation

func (*ListFleetsInput) Validate

func (s *ListFleetsInput) Validate() error

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

type ListFleetsOutput

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleetsOutput

type ListFleetsOutput struct {

    // Set of fleet IDs matching the list request. You can retrieve additional information
    // about all returned fleets by passing this result set to a call to DescribeFleetAttributes,
    // DescribeFleetCapacity, or DescribeFleetUtilization.
    FleetIds []*string `min:"1" type:"list"`

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

func (ListFleetsOutput) GoString

func (s ListFleetsOutput) GoString() string

GoString returns the string representation

func (*ListFleetsOutput) SetFleetIds

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

SetFleetIds sets the FleetIds field's value.

func (*ListFleetsOutput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (ListFleetsOutput) String

func (s ListFleetsOutput) String() string

String returns the string representation

type PlacedPlayerSession

Information about a player session that was created as part of a StartGameSessionPlacement request. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlacedPlayerSession

type PlacedPlayerSession struct {

    // Unique identifier for a player that is associated with this player session.
    PlayerId *string `min:"1" type:"string"`

    // Unique identifier for a player session.
    PlayerSessionId *string `type:"string"`
    // contains filtered or unexported fields
}

func (PlacedPlayerSession) GoString

func (s PlacedPlayerSession) GoString() string

GoString returns the string representation

func (*PlacedPlayerSession) SetPlayerId

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

SetPlayerId sets the PlayerId field's value.

func (*PlacedPlayerSession) SetPlayerSessionId

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

SetPlayerSessionId sets the PlayerSessionId field's value.

func (PlacedPlayerSession) String

func (s PlacedPlayerSession) String() string

String returns the string representation

type PlayerLatency

Regional latency information for a player, used when requesting a new game session with StartGameSessionPlacement. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified region. The relative difference between a player's latency values for multiple regions are used to determine which fleets are best suited to place a new game session for the player. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerLatency

type PlayerLatency struct {

    // Amount of time that represents the time lag experienced by the player when
    // connected to the specified region.
    LatencyInMilliseconds *float64 `type:"float"`

    // Unique identifier for a player associated with the latency data.
    PlayerId *string `min:"1" type:"string"`

    // Name of the region that is associated with the latency value.
    RegionIdentifier *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

func (PlayerLatency) GoString

func (s PlayerLatency) GoString() string

GoString returns the string representation

func (*PlayerLatency) SetLatencyInMilliseconds

func (s *PlayerLatency) SetLatencyInMilliseconds(v float64) *PlayerLatency

SetLatencyInMilliseconds sets the LatencyInMilliseconds field's value.

func (*PlayerLatency) SetPlayerId

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

SetPlayerId sets the PlayerId field's value.

func (*PlayerLatency) SetRegionIdentifier

func (s *PlayerLatency) SetRegionIdentifier(v string) *PlayerLatency

SetRegionIdentifier sets the RegionIdentifier field's value.

func (PlayerLatency) String

func (s PlayerLatency) String() string

String returns the string representation

func (*PlayerLatency) Validate

func (s *PlayerLatency) Validate() error

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

type PlayerLatencyPolicy

Queue setting that determines the highest latency allowed for individual players when placing a game session. When a latency policy is in force, a game session cannot be placed at any destination in a region where a player is reporting latency higher than the cap. Latency policies are only enforced when the placement request contains player latency information.

Latency policy-related operations include:

* CreateGameSessionQueue

* UpdateGameSessionQueue

* StartGameSessionPlacement

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerLatencyPolicy

type PlayerLatencyPolicy struct {

    // The maximum latency value that is allowed for any player, in milliseconds.
    // All policies must have a value set for this property.
    MaximumIndividualPlayerLatencyMilliseconds *int64 `type:"integer"`

    // The length of time, in seconds, that the policy is enforced while placing
    // a new game session. A null value for this property means that the policy
    // is enforced until the queue times out.
    PolicyDurationSeconds *int64 `type:"integer"`
    // contains filtered or unexported fields
}

func (PlayerLatencyPolicy) GoString

func (s PlayerLatencyPolicy) GoString() string

GoString returns the string representation

func (*PlayerLatencyPolicy) SetMaximumIndividualPlayerLatencyMilliseconds

func (s *PlayerLatencyPolicy) SetMaximumIndividualPlayerLatencyMilliseconds(v int64) *PlayerLatencyPolicy

SetMaximumIndividualPlayerLatencyMilliseconds sets the MaximumIndividualPlayerLatencyMilliseconds field's value.

func (*PlayerLatencyPolicy) SetPolicyDurationSeconds

func (s *PlayerLatencyPolicy) SetPolicyDurationSeconds(v int64) *PlayerLatencyPolicy

SetPolicyDurationSeconds sets the PolicyDurationSeconds field's value.

func (PlayerLatencyPolicy) String

func (s PlayerLatencyPolicy) String() string

String returns the string representation

type PlayerSession

Properties describing a player session. A player session represents either a player reservation for a game session or actual player activity in a game session. A player session object (including player data) is automatically passed to a game session when the player connects to the game session and is validated.

Player session-related operations include:

* CreatePlayerSession

* CreatePlayerSessions

* DescribePlayerSessions

Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerSession

type PlayerSession struct {

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

    // Unique identifier for a fleet that the player's game session is running on.
    FleetId *string `type:"string"`

    // Unique identifier for the game session that the player session is connected
    // to.
    GameSessionId *string `min:"1" type:"string"`

    // IP address of the game session. To connect to a Amazon GameLift game server,
    // an app needs both the IP address and port number.
    IpAddress *string `type:"string"`

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

    // Unique identifier for a player that is associated with this player session.
    PlayerId *string `min:"1" type:"string"`

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

    // Port number for the game session. To connect to a Amazon GameLift server
    // process, an app needs both the IP address and port number.
    Port *int64 `min:"1" type:"integer"`

    // Current status of the player session.
    //
    // Possible player session statuses include the following:
    //
    //    * RESERVED – The player session request has been received, but the player
    //    has not yet connected to the server process and/or been validated.
    //
    //    * ACTIVE – The player has been validated by the server process and is
    //    currently connected.
    //
    //    * COMPLETED – The player connection has been dropped.
    //
    //    * TIMEDOUT – A player session request was received, but the player did
    //    not connect and/or was not validated within the time-out limit (60 seconds).
    Status *string `type:"string" enum:"PlayerSessionStatus"`

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

func (PlayerSession) GoString

func (s PlayerSession) GoString() string

GoString returns the string representation

func (*PlayerSession) SetCreationTime

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

SetCreationTime sets the CreationTime field's value.

func (*PlayerSession) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*PlayerSession) SetGameSessionId

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

SetGameSessionId sets the GameSessionId field's value.

func (*PlayerSession) SetIpAddress

func (s *PlayerSession) SetIpAddress(v string) *PlayerSession

SetIpAddress sets the IpAddress field's value.

func (*PlayerSession) SetPlayerData

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

SetPlayerData sets the PlayerData field's value.

func (*PlayerSession) SetPlayerId

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

SetPlayerId sets the PlayerId field's value.

func (*PlayerSession) SetPlayerSessionId

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

SetPlayerSessionId sets the PlayerSessionId field's value.

func (*PlayerSession) SetPort

func (s *PlayerSession) SetPort(v int64) *PlayerSession

SetPort sets the Port field's value.

func (*PlayerSession) SetStatus

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

SetStatus sets the Status field's value.

func (*PlayerSession) SetTerminationTime

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

SetTerminationTime sets the TerminationTime field's value.

func (PlayerSession) String

func (s PlayerSession) String() string

String returns the string representation

type PutScalingPolicyInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicyInput

type PutScalingPolicyInput struct {

    // Comparison operator to use when measuring the metric against the threshold
    // value.
    //
    // ComparisonOperator is a required field
    ComparisonOperator *string `type:"string" required:"true" enum:"ComparisonOperatorType"`

    // Length of time (in minutes) the metric must be at or beyond the threshold
    // before a scaling event is triggered.
    //
    // EvaluationPeriods is a required field
    EvaluationPeriods *int64 `min:"1" type:"integer" required:"true"`

    // Unique identifier for a fleet to apply this policy to.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

    // Name of the Amazon GameLift-defined metric that is used to trigger an adjustment.
    //
    //    * ActivatingGameSessions – number of game sessions in the process of being
    //    created (game session status = ACTIVATING).
    //
    //    * ActiveGameSessions – number of game sessions currently running (game
    //    session status = ACTIVE).
    //
    //    * CurrentPlayerSessions – number of active or reserved player sessions
    //    (player session status = ACTIVE or RESERVED).
    //
    //    * AvailablePlayerSessions – number of player session slots currently available
    //    in active game sessions across the fleet, calculated by subtracting a
    //    game session's current player session count from its maximum player session
    //    count. This number includes game sessions that are not currently accepting
    //    players (game session PlayerSessionCreationPolicy = DENY_ALL).
    //
    //    * ActiveInstances – number of instances currently running a game session.
    //
    //    * IdleInstances – number of instances not currently running a game session.
    //
    // MetricName is a required field
    MetricName *string `type:"string" required:"true" enum:"MetricName"`

    // Descriptive label that is associated with a scaling policy. Policy names
    // do not need to be unique. A fleet can have only one scaling policy with the
    // same name.
    //
    // Name is a required field
    Name *string `min:"1" type:"string" required:"true"`

    // Amount of adjustment to make, based on the scaling adjustment type.
    //
    // ScalingAdjustment is a required field
    ScalingAdjustment *int64 `type:"integer" required:"true"`

    // Type of adjustment to make to a fleet's instance count (see FleetCapacity):
    //
    //    * ChangeInCapacity – add (or subtract) the scaling adjustment value from
    //    the current instance count. Positive values scale up while negative values
    //    scale down.
    //
    //    * ExactCapacity – set the instance count to the scaling adjustment value.
    //
    //    * PercentChangeInCapacity – increase or reduce the current instance count
    //    by the scaling adjustment, read as a percentage. Positive values scale
    //    up while negative values scale down; for example, a value of "-10" scales
    //    the fleet down by 10%.
    //
    // ScalingAdjustmentType is a required field
    ScalingAdjustmentType *string `type:"string" required:"true" enum:"ScalingAdjustmentType"`

    // Metric value used to trigger a scaling event.
    //
    // Threshold is a required field
    Threshold *float64 `type:"double" required:"true"`
    // contains filtered or unexported fields
}

func (PutScalingPolicyInput) GoString

func (s PutScalingPolicyInput) GoString() string

GoString returns the string representation

func (*PutScalingPolicyInput) SetComparisonOperator

func (s *PutScalingPolicyInput) SetComparisonOperator(v string) *PutScalingPolicyInput

SetComparisonOperator sets the ComparisonOperator field's value.

func (*PutScalingPolicyInput) SetEvaluationPeriods

func (s *PutScalingPolicyInput) SetEvaluationPeriods(v int64) *PutScalingPolicyInput

SetEvaluationPeriods sets the EvaluationPeriods field's value.

func (*PutScalingPolicyInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*PutScalingPolicyInput) SetMetricName

func (s *PutScalingPolicyInput) SetMetricName(v string) *PutScalingPolicyInput

SetMetricName sets the MetricName field's value.

func (*PutScalingPolicyInput) SetName

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

SetName sets the Name field's value.

func (*PutScalingPolicyInput) SetScalingAdjustment

func (s *PutScalingPolicyInput) SetScalingAdjustment(v int64) *PutScalingPolicyInput

SetScalingAdjustment sets the ScalingAdjustment field's value.

func (*PutScalingPolicyInput) SetScalingAdjustmentType

func (s *PutScalingPolicyInput) SetScalingAdjustmentType(v string) *PutScalingPolicyInput

SetScalingAdjustmentType sets the ScalingAdjustmentType field's value.

func (*PutScalingPolicyInput) SetThreshold

func (s *PutScalingPolicyInput) SetThreshold(v float64) *PutScalingPolicyInput

SetThreshold sets the Threshold field's value.

func (PutScalingPolicyInput) String

func (s PutScalingPolicyInput) String() string

String returns the string representation

func (*PutScalingPolicyInput) Validate

func (s *PutScalingPolicyInput) Validate() error

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

type PutScalingPolicyOutput

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicyOutput

type PutScalingPolicyOutput struct {

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

func (PutScalingPolicyOutput) GoString

func (s PutScalingPolicyOutput) GoString() string

GoString returns the string representation

func (*PutScalingPolicyOutput) SetName

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

SetName sets the Name field's value.

func (PutScalingPolicyOutput) String

func (s PutScalingPolicyOutput) String() string

String returns the string representation

type RequestUploadCredentialsInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentialsInput

type RequestUploadCredentialsInput struct {

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

func (RequestUploadCredentialsInput) GoString

func (s RequestUploadCredentialsInput) GoString() string

GoString returns the string representation

func (*RequestUploadCredentialsInput) SetBuildId

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

SetBuildId sets the BuildId field's value.

func (RequestUploadCredentialsInput) String

func (s RequestUploadCredentialsInput) String() string

String returns the string representation

func (*RequestUploadCredentialsInput) Validate

func (s *RequestUploadCredentialsInput) Validate() error

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

type RequestUploadCredentialsOutput

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentialsOutput

type RequestUploadCredentialsOutput struct {

    // Amazon S3 path and key, identifying where the game build files are stored.
    StorageLocation *S3Location `type:"structure"`

    // AWS credentials required when uploading a game build to the storage location.
    // These credentials have a limited lifespan and are valid only for the build
    // they were issued for.
    UploadCredentials *AwsCredentials `type:"structure"`
    // contains filtered or unexported fields
}

func (RequestUploadCredentialsOutput) GoString

func (s RequestUploadCredentialsOutput) GoString() string

GoString returns the string representation

func (*RequestUploadCredentialsOutput) SetStorageLocation

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

SetStorageLocation sets the StorageLocation field's value.

func (*RequestUploadCredentialsOutput) SetUploadCredentials

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

SetUploadCredentials sets the UploadCredentials field's value.

func (RequestUploadCredentialsOutput) String

func (s RequestUploadCredentialsOutput) String() string

String returns the string representation

type ResolveAliasInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAliasInput

type ResolveAliasInput struct {

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

func (ResolveAliasInput) GoString

func (s ResolveAliasInput) GoString() string

GoString returns the string representation

func (*ResolveAliasInput) SetAliasId

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

SetAliasId sets the AliasId field's value.

func (ResolveAliasInput) String

func (s ResolveAliasInput) String() string

String returns the string representation

func (*ResolveAliasInput) Validate

func (s *ResolveAliasInput) Validate() error

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

type ResolveAliasOutput

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAliasOutput

type ResolveAliasOutput struct {

    // Fleet identifier that is associated with the requested alias.
    FleetId *string `type:"string"`
    // contains filtered or unexported fields
}

func (ResolveAliasOutput) GoString

func (s ResolveAliasOutput) GoString() string

GoString returns the string representation

func (*ResolveAliasOutput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (ResolveAliasOutput) String

func (s ResolveAliasOutput) String() string

String returns the string representation

type ResourceCreationLimitPolicy

Policy that limits the number of game sessions a player can create on the same fleet. This optional policy gives game owners control over how players can consume available game server resources. A resource creation policy makes the following statement: "An individual player can create a maximum number of new game sessions within a specified time period".

The policy is evaluated when a player tries to create a new game session. For example, with a policy of 10 new game sessions and a time period of 60 minutes, on receiving a CreateGameSession request, Amazon GameLift checks that the player (identified by CreatorId) has created fewer than 10 game sessions in the past 60 minutes. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResourceCreationLimitPolicy

type ResourceCreationLimitPolicy struct {

    // Maximum number of game sessions that an individual can create during the
    // policy period.
    NewGameSessionsPerCreator *int64 `type:"integer"`

    // Time span used in evaluating the resource creation limit policy.
    PolicyPeriodInMinutes *int64 `type:"integer"`
    // contains filtered or unexported fields
}

func (ResourceCreationLimitPolicy) GoString

func (s ResourceCreationLimitPolicy) GoString() string

GoString returns the string representation

func (*ResourceCreationLimitPolicy) SetNewGameSessionsPerCreator

func (s *ResourceCreationLimitPolicy) SetNewGameSessionsPerCreator(v int64) *ResourceCreationLimitPolicy

SetNewGameSessionsPerCreator sets the NewGameSessionsPerCreator field's value.

func (*ResourceCreationLimitPolicy) SetPolicyPeriodInMinutes

func (s *ResourceCreationLimitPolicy) SetPolicyPeriodInMinutes(v int64) *ResourceCreationLimitPolicy

SetPolicyPeriodInMinutes sets the PolicyPeriodInMinutes field's value.

func (ResourceCreationLimitPolicy) String

func (s ResourceCreationLimitPolicy) String() string

String returns the string representation

type RoutingStrategy

Routing configuration for a fleet alias. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RoutingStrategy

type RoutingStrategy struct {

    // Unique identifier for a fleet that the alias points to.
    FleetId *string `type:"string"`

    // Message text to be used with a terminal routing strategy.
    Message *string `type:"string"`

    // Type of routing strategy.
    //
    // Possible routing types include the following:
    //
    //    * SIMPLE – The alias resolves to one specific fleet. Use this type when
    //    routing to active fleets.
    //
    //    * TERMINAL – The alias does not resolve to a fleet but instead can be
    //    used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException
    //    with the RoutingStrategy message embedded.
    Type *string `type:"string" enum:"RoutingStrategyType"`
    // contains filtered or unexported fields
}

func (RoutingStrategy) GoString

func (s RoutingStrategy) GoString() string

GoString returns the string representation

func (*RoutingStrategy) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*RoutingStrategy) SetMessage

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

SetMessage sets the Message field's value.

func (*RoutingStrategy) SetType

func (s *RoutingStrategy) SetType(v string) *RoutingStrategy

SetType sets the Type field's value.

func (RoutingStrategy) String

func (s RoutingStrategy) String() string

String returns the string representation

type RuntimeConfiguration

Collection of server process configurations that describe what processes should be run on each instance in a fleet. An instance can launch and maintain multiple server processes based on the runtime configuration; it regularly checks for an updated runtime configuration and starts new server processes to match the latest version.

The key purpose of a runtime configuration with multiple server process configurations is to be able to run more than one kind of game server in a single fleet. You can include configurations for more than one server executable in order to run two or more different programs to run on the same instance. This option might be useful, for example, to run more than one version of your game server on the same fleet. Another option is to specify configurations for the same server executable but with different launch parameters.

A Amazon GameLift instance is limited to 50 processes running simultaneously. To calculate the total number of processes specified in a runtime configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess object in the runtime configuration. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RuntimeConfiguration

type RuntimeConfiguration struct {

    // Maximum amount of time (in seconds) that a game session can remain in status
    // ACTIVATING. If the game session is not active before the timeout, activation
    // is terminated and the game session status is changed to TERMINATED.
    GameSessionActivationTimeoutSeconds *int64 `min:"1" type:"integer"`

    // Maximum number of game sessions with status ACTIVATING to allow on an instance
    // simultaneously. This setting limits the amount of instance resources that
    // can be used for new game activations at any one time.
    MaxConcurrentGameSessionActivations *int64 `min:"1" type:"integer"`

    // Collection of server process configurations that describe which server processes
    // to run on each instance in a fleet.
    ServerProcesses []*ServerProcess `min:"1" type:"list"`
    // contains filtered or unexported fields
}

func (RuntimeConfiguration) GoString

func (s RuntimeConfiguration) GoString() string

GoString returns the string representation

func (*RuntimeConfiguration) SetGameSessionActivationTimeoutSeconds

func (s *RuntimeConfiguration) SetGameSessionActivationTimeoutSeconds(v int64) *RuntimeConfiguration

SetGameSessionActivationTimeoutSeconds sets the GameSessionActivationTimeoutSeconds field's value.

func (*RuntimeConfiguration) SetMaxConcurrentGameSessionActivations

func (s *RuntimeConfiguration) SetMaxConcurrentGameSessionActivations(v int64) *RuntimeConfiguration

SetMaxConcurrentGameSessionActivations sets the MaxConcurrentGameSessionActivations field's value.

func (*RuntimeConfiguration) SetServerProcesses

func (s *RuntimeConfiguration) SetServerProcesses(v []*ServerProcess) *RuntimeConfiguration

SetServerProcesses sets the ServerProcesses field's value.

func (RuntimeConfiguration) String

func (s RuntimeConfiguration) String() string

String returns the string representation

func (*RuntimeConfiguration) Validate

func (s *RuntimeConfiguration) Validate() error

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

type S3Location

Location in Amazon Simple Storage Service (Amazon S3) where build files can be stored for access by Amazon GameLift. This location is specified in a CreateBuild request. For more details, see the Create a Build with Files in Amazon S3 (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build). Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/S3Location

type S3Location struct {

    // Amazon S3 bucket identifier. This is the name of your S3 bucket.
    Bucket *string `min:"1" type:"string"`

    // Name of the zip file containing your build files.
    Key *string `min:"1" type:"string"`

    // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
    // for the access role that allows Amazon GameLift to access your S3 bucket.
    RoleArn *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

func (S3Location) GoString

func (s S3Location) GoString() string

GoString returns the string representation

func (*S3Location) SetBucket

func (s *S3Location) SetBucket(v string) *S3Location

SetBucket sets the Bucket field's value.

func (*S3Location) SetKey

func (s *S3Location) SetKey(v string) *S3Location

SetKey sets the Key field's value.

func (*S3Location) SetRoleArn

func (s *S3Location) SetRoleArn(v string) *S3Location

SetRoleArn sets the RoleArn field's value.

func (S3Location) String

func (s S3Location) String() string

String returns the string representation

func (*S3Location) Validate

func (s *S3Location) Validate() error

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

type ScalingPolicy

Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ScalingPolicy

type ScalingPolicy struct {

    // Comparison operator to use when measuring a metric against the threshold
    // value.
    ComparisonOperator *string `type:"string" enum:"ComparisonOperatorType"`

    // Length of time (in minutes) the metric must be at or beyond the threshold
    // before a scaling event is triggered.
    EvaluationPeriods *int64 `min:"1" type:"integer"`

    // Unique identifier for a fleet that is associated with this scaling policy.
    FleetId *string `type:"string"`

    // Name of the Amazon GameLift-defined metric that is used to trigger an adjustment.
    //
    //    * ActivatingGameSessions – number of game sessions in the process of being
    //    created (game session status = ACTIVATING).
    //
    //    * ActiveGameSessions – number of game sessions currently running (game
    //    session status = ACTIVE).
    //
    //    * CurrentPlayerSessions – number of active or reserved player sessions
    //    (player session status = ACTIVE or RESERVED).
    //
    //    * AvailablePlayerSessions – number of player session slots currently available
    //    in active game sessions across the fleet, calculated by subtracting a
    //    game session's current player session count from its maximum player session
    //    count. This number does include game sessions that are not currently accepting
    //    players (game session PlayerSessionCreationPolicy = DENY_ALL).
    //
    //    * ActiveInstances – number of instances currently running a game session.
    //
    //    * IdleInstances – number of instances not currently running a game session.
    MetricName *string `type:"string" enum:"MetricName"`

    // Descriptive label that is associated with a scaling policy. Policy names
    // do not need to be unique.
    Name *string `min:"1" type:"string"`

    // Amount of adjustment to make, based on the scaling adjustment type.
    ScalingAdjustment *int64 `type:"integer"`

    // Type of adjustment to make to a fleet's instance count (see FleetCapacity):
    //
    //    * ChangeInCapacity – add (or subtract) the scaling adjustment value from
    //    the current instance count. Positive values scale up while negative values
    //    scale down.
    //
    //    * ExactCapacity – set the instance count to the scaling adjustment value.
    //
    //    * PercentChangeInCapacity – increase or reduce the current instance count
    //    by the scaling adjustment, read as a percentage. Positive values scale
    //    up while negative values scale down.
    ScalingAdjustmentType *string `type:"string" enum:"ScalingAdjustmentType"`

    // Current status of the scaling policy. The scaling policy is only in force
    // when in an ACTIVE status.
    //
    //    * ACTIVE – The scaling policy is currently in force.
    //
    //    * UPDATE_REQUESTED – A request to update the scaling policy has been received.
    //
    //    * UPDATING – A change is being made to the scaling policy.
    //
    //    * DELETE_REQUESTED – A request to delete the scaling policy has been received.
    //
    //    * DELETING – The scaling policy is being deleted.
    //
    //    * DELETED – The scaling policy has been deleted.
    //
    //    * ERROR – An error occurred in creating the policy. It should be removed
    //    and recreated.
    Status *string `type:"string" enum:"ScalingStatusType"`

    // Metric value used to trigger a scaling event.
    Threshold *float64 `type:"double"`
    // contains filtered or unexported fields
}

func (ScalingPolicy) GoString

func (s ScalingPolicy) GoString() string

GoString returns the string representation

func (*ScalingPolicy) SetComparisonOperator

func (s *ScalingPolicy) SetComparisonOperator(v string) *ScalingPolicy

SetComparisonOperator sets the ComparisonOperator field's value.

func (*ScalingPolicy) SetEvaluationPeriods

func (s *ScalingPolicy) SetEvaluationPeriods(v int64) *ScalingPolicy

SetEvaluationPeriods sets the EvaluationPeriods field's value.

func (*ScalingPolicy) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*ScalingPolicy) SetMetricName

func (s *ScalingPolicy) SetMetricName(v string) *ScalingPolicy

SetMetricName sets the MetricName field's value.

func (*ScalingPolicy) SetName

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

SetName sets the Name field's value.

func (*ScalingPolicy) SetScalingAdjustment

func (s *ScalingPolicy) SetScalingAdjustment(v int64) *ScalingPolicy

SetScalingAdjustment sets the ScalingAdjustment field's value.

func (*ScalingPolicy) SetScalingAdjustmentType

func (s *ScalingPolicy) SetScalingAdjustmentType(v string) *ScalingPolicy

SetScalingAdjustmentType sets the ScalingAdjustmentType field's value.

func (*ScalingPolicy) SetStatus

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

SetStatus sets the Status field's value.

func (*ScalingPolicy) SetThreshold

func (s *ScalingPolicy) SetThreshold(v float64) *ScalingPolicy

SetThreshold sets the Threshold field's value.

func (ScalingPolicy) String

func (s ScalingPolicy) String() string

String returns the string representation

type SearchGameSessionsInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessionsInput

type SearchGameSessionsInput struct {

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

    // String containing the search criteria for the session search. If no filter
    // expression is included, the request returns results for all game sessions
    // in the fleet that are in ACTIVE status.
    //
    // A filter expression can contain one or multiple conditions. Each condition
    // consists of the following:
    //
    //    * Operand -- Name of a game session attribute. Valid values are gameSessionName,
    //    gameSessionId, creationTimeMillis, playerSessionCount, maximumSessions,
    //    hasAvailablePlayerSessions.
    //
    //    * Comparator -- Valid comparators are: =, <>, <, >, <=, >=.
    //
    //    * Value -- Value to be searched for. Values can be numbers, boolean values
    //    (true/false) or strings. String values are case sensitive, enclosed in
    //    single quotes. Special characters must be escaped. Boolean and string
    //    values can only be used with the comparators = and <>. For example, the
    //    following filter expression searches on gameSessionName: "FilterExpression":
    //    "gameSessionName = 'Matt\\'s Awesome Game 1'".
    //
    // To chain multiple conditions in a single expression, use the logical keywords
    // AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT
    // z, NOT (x OR y).
    //
    // Session search evaluates conditions from left to right using the following
    // precedence rules:
    //
    // =, <>, <, >, <=, >=
    //
    // Parentheses
    //
    // NOT
    //
    // AND
    //
    // OR
    //
    // For example, this filter expression retrieves game sessions hosting at least
    // ten players that have an open player slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true".
    FilterExpression *string `min:"1" type:"string"`

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

    // Maximum number of results to return. Use this parameter with NextToken to
    // get results as a set of sequential pages. The maximum number of results returned
    // is 20, even if this value is not set or is set higher than 20.
    Limit *int64 `min:"1" type:"integer"`

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

    // Instructions on how to sort the search results. If no sort expression is
    // included, the request returns results in random order. A sort expression
    // consists of the following elements:
    //
    //    * Operand -- Name of a game session attribute. Valid values are gameSessionName,
    //    gameSessionId, creationTimeMillis, playerSessionCount, maximumSessions,
    //    hasAvailablePlayerSessions.
    //
    //    * Order -- Valid sort orders are ASC (ascending) and DESC (descending).
    //
    // For example, this sort expression returns the oldest active sessions first:
    // "SortExpression": "creationTimeMillis ASC". Results with a null value for
    // the sort operand are returned at the end of the list.
    SortExpression *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

func (SearchGameSessionsInput) GoString

func (s SearchGameSessionsInput) GoString() string

GoString returns the string representation

func (*SearchGameSessionsInput) SetAliasId

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

SetAliasId sets the AliasId field's value.

func (*SearchGameSessionsInput) SetFilterExpression

func (s *SearchGameSessionsInput) SetFilterExpression(v string) *SearchGameSessionsInput

SetFilterExpression sets the FilterExpression field's value.

func (*SearchGameSessionsInput) SetFleetId

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

SetFleetId sets the FleetId field's value.

func (*SearchGameSessionsInput) SetLimit

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

SetLimit sets the Limit field's value.

func (*SearchGameSessionsInput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (*SearchGameSessionsInput) SetSortExpression

func (s *SearchGameSessionsInput) SetSortExpression(v string) *SearchGameSessionsInput

SetSortExpression sets the SortExpression field's value.

func (SearchGameSessionsInput) String

func (s SearchGameSessionsInput) String() string

String returns the string representation

func (*SearchGameSessionsInput) Validate

func (s *SearchGameSessionsInput) Validate() error

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

type SearchGameSessionsOutput

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessionsOutput

type SearchGameSessionsOutput struct {

    // 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
}

func (SearchGameSessionsOutput) GoString

func (s SearchGameSessionsOutput) GoString() string

GoString returns the string representation

func (*SearchGameSessionsOutput) SetGameSessions

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

SetGameSessions sets the GameSessions field's value.

func (*SearchGameSessionsOutput) SetNextToken

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

SetNextToken sets the NextToken field's value.

func (SearchGameSessionsOutput) String

func (s SearchGameSessionsOutput) String() string

String returns the string representation

type ServerProcess

A set of instructions for launching server processes on each instance in a fleet. Each instruction set identifies the location of the server executable, optional launch parameters, and the number of server processes with this configuration to maintain concurrently on the instance. Server process configurations make up a fleet's RuntimeConfiguration. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ServerProcess

type ServerProcess struct {

    // Number of server processes using this configuration to run concurrently on
    // an instance.
    //
    // ConcurrentExecutions is a required field
    ConcurrentExecutions *int64 `min:"1" type:"integer" required:"true"`

    // Location of the server executable in a game build. All game builds are installed
    // on instances at the root : for Windows instances C:\game, and for Linux instances
    // /local/game. A Windows game build with an executable file located at MyGame\latest\server.exe
    // must have a launch path of "C:\game\MyGame\latest\server.exe". A Linux game
    // build with an executable file located at MyGame/latest/server.exe must have
    // a launch path of "/local/game/MyGame/latest/server.exe".
    //
    // LaunchPath is a required field
    LaunchPath *string `min:"1" type:"string" required:"true"`

    // Optional list of parameters to pass to the server executable on launch.
    Parameters *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

func (ServerProcess) GoString

func (s ServerProcess) GoString() string

GoString returns the string representation

func (*ServerProcess) SetConcurrentExecutions

func (s *ServerProcess) SetConcurrentExecutions(v int64) *ServerProcess

SetConcurrentExecutions sets the ConcurrentExecutions field's value.

func (*ServerProcess) SetLaunchPath

func (s *ServerProcess) SetLaunchPath(v string) *ServerProcess

SetLaunchPath sets the LaunchPath field's value.

func (*ServerProcess) SetParameters

func (s *ServerProcess) SetParameters(v string) *ServerProcess

SetParameters sets the Parameters field's value.

func (ServerProcess) String

func (s ServerProcess) String() string

String returns the string representation

func (*ServerProcess) Validate

func (s *ServerProcess) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type StartGameSessionPlacementInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacementInput

type StartGameSessionPlacementInput struct {

    // Set of information on each player to create a player session for.
    DesiredPlayerSessions []*DesiredPlayerSession `type:"list"`

    // Set of developer-defined properties for a game session. These properties
    // are passed to the server process hosting the game session.
    GameProperties []*GameProperty `type:"list"`

    // Descriptive label that is associated with a game session. Session names do
    // not need to be unique.
    GameSessionName *string `min:"1" type:"string"`

    // Name of the queue to use to place the new game session.
    //
    // GameSessionQueueName is a required field
    GameSessionQueueName *string `min:"1" type:"string" required:"true"`

    // Maximum number of players that can be connected simultaneously to the game
    // session.
    //
    // MaximumPlayerSessionCount is a required field
    MaximumPlayerSessionCount *int64 `type:"integer" required:"true"`

    // Unique identifier to assign to the new game session placement. This value
    // is developer-defined. The value must be unique across all regions and cannot
    // be reused unless you are resubmitting a canceled or timed-out placement request.
    //
    // PlacementId is a required field
    PlacementId *string `min:"1" type:"string" required:"true"`

    // Set of values, expressed in milliseconds, indicating the amount of latency
    // that players are experiencing when connected to AWS regions. This information
    // is used to try to place the new game session where it can offer the best
    // possible gameplay experience for the players.
    PlayerLatencies []*PlayerLatency `type:"list"`
    // contains filtered or unexported fields
}

func (StartGameSessionPlacementInput) GoString

func (s StartGameSessionPlacementInput) GoString() string

GoString returns the string representation

func (*StartGameSessionPlacementInput) SetDesiredPlayerSessions

func (s *StartGameSessionPlacementInput) SetDesiredPlayerSessions(v []*DesiredPlayerSession) *StartGameSessionPlacementInput

SetDesiredPlayerSessions sets the DesiredPlayerSessions field's value.

func (*StartGameSessionPlacementInput) SetGameProperties

func (s *StartGameSessionPlacementInput) SetGameProperties(v []*GameProperty) *StartGameSessionPlacementInput

SetGameProperties sets the GameProperties field's value.

func (*StartGameSessionPlacementInput) SetGameSessionName

func (s *StartGameSessionPlacementInput) SetGameSessionName(v string) *StartGameSessionPlacementInput

SetGameSessionName sets the GameSessionName field's value.

func (*StartGameSessionPlacementInput) SetGameSessionQueueName

func (s *StartGameSessionPlacementInput) SetGameSessionQueueName(v string) *StartGameSessionPlacementInput

SetGameSessionQueueName sets the GameSessionQueueName field's value.

func (*StartGameSessionPlacementInput) SetMaximumPlayerSessionCount

func (s *StartGameSessionPlacementInput) SetMaximumPlayerSessionCount(v int64) *StartGameSessionPlacementInput

SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.

func (*StartGameSessionPlacementInput) SetPlacementId

func (s *StartGameSessionPlacementInput) SetPlacementId(v string) *StartGameSessionPlacementInput

SetPlacementId sets the PlacementId field's value.

func (*StartGameSessionPlacementInput) SetPlayerLatencies

func (s *StartGameSessionPlacementInput) SetPlayerLatencies(v []*PlayerLatency) *StartGameSessionPlacementInput

SetPlayerLatencies sets the PlayerLatencies field's value.

func (StartGameSessionPlacementInput) String

func (s StartGameSessionPlacementInput) String() string

String returns the string representation

func (*StartGameSessionPlacementInput) Validate

func (s *StartGameSessionPlacementInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type StartGameSessionPlacementOutput

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacementOutput

type StartGameSessionPlacementOutput struct {

    // Object that describes the newly created game session placement. This object
    // includes all the information provided in the request, as well as start/end
    // time stamps and placement status.
    GameSessionPlacement *GameSessionPlacement `type:"structure"`
    // contains filtered or unexported fields
}

func (StartGameSessionPlacementOutput) GoString

func (s StartGameSessionPlacementOutput) GoString() string

GoString returns the string representation

func (*StartGameSessionPlacementOutput) SetGameSessionPlacement

func (s *StartGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *StartGameSessionPlacementOutput

SetGameSessionPlacement sets the GameSessionPlacement field's value.

func (StartGameSessionPlacementOutput) String

func (s StartGameSessionPlacementOutput) String() string

String returns the string representation

type StopGameSessionPlacementInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacementInput

type StopGameSessionPlacementInput struct {

    // Unique identifier for a game session placement to cancel.
    //
    // PlacementId is a required field
    PlacementId *string `min:"1" type:"string" required:"true"`
    // contains filtered or unexported fields
}

func (StopGameSessionPlacementInput) GoString

func (s StopGameSessionPlacementInput) GoString() string

GoString returns the string representation

func (*StopGameSessionPlacementInput) SetPlacementId

func (s *StopGameSessionPlacementInput) SetPlacementId(v string) *StopGameSessionPlacementInput

SetPlacementId sets the PlacementId field's value.

func (StopGameSessionPlacementInput) String

func (s StopGameSessionPlacementInput) String() string

String returns the string representation

func (*StopGameSessionPlacementInput) Validate

func (s *StopGameSessionPlacementInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type StopGameSessionPlacementOutput

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacementOutput

type StopGameSessionPlacementOutput struct {

    // Object that describes the canceled game session placement, with Cancelled
    // status and an end time stamp.
    GameSessionPlacement *GameSessionPlacement `type:"structure"`
    // contains filtered or unexported fields
}

func (StopGameSessionPlacementOutput) GoString

func (s StopGameSessionPlacementOutput) GoString() string

GoString returns the string representation

func (*StopGameSessionPlacementOutput) SetGameSessionPlacement

func (s *StopGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *StopGameSessionPlacementOutput

SetGameSessionPlacement sets the GameSessionPlacement field's value.

func (StopGameSessionPlacementOutput) String

func (s StopGameSessionPlacementOutput) String() string

String returns the string representation

type UpdateAliasInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAliasInput

type UpdateAliasInput struct {

    // Unique identifier for a fleet alias. Specify the alias you want to update.
    //
    // AliasId is a required field
    AliasId *string `type:"string" required:"true"`

    // Human-readable description of an alias.
    Description *string `min:"1" type:"string"`

    // Descriptive label that is associated with an alias. Alias names do not need
    // to be unique.
    Name *string `min:"1" type:"string"`

    // Object that specifies the fleet and routing type to use for the alias.
    RoutingStrategy *RoutingStrategy `type:"structure"`
    // contains filtered or unexported fields
}

func (UpdateAliasInput) GoString

func (s UpdateAliasInput) GoString() string

GoString returns the string representation

func (*UpdateAliasInput) SetAliasId

func (s *UpdateAliasInput) SetAliasId(v string) *UpdateAliasInput

SetAliasId sets the AliasId field's value.

func (*UpdateAliasInput) SetDescription

func (s *UpdateAliasInput) SetDescription(v string) *UpdateAliasInput

SetDescription sets the Description field's value.

func (*UpdateAliasInput) SetName

func (s *UpdateAliasInput) SetName(v string) *UpdateAliasInput

SetName sets the Name field's value.

func (*UpdateAliasInput) SetRoutingStrategy

func (s *UpdateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *UpdateAliasInput

SetRoutingStrategy sets the RoutingStrategy field's value.

func (UpdateAliasInput) String

func (s UpdateAliasInput) String() string

String returns the string representation

func (*UpdateAliasInput) Validate

func (s *UpdateAliasInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateAliasOutput

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAliasOutput

type UpdateAliasOutput struct {

    // Object that contains the updated alias configuration.
    Alias *Alias `type:"structure"`
    // contains filtered or unexported fields
}

func (UpdateAliasOutput) GoString

func (s UpdateAliasOutput) GoString() string

GoString returns the string representation

func (*UpdateAliasOutput) SetAlias

func (s *UpdateAliasOutput) SetAlias(v *Alias) *UpdateAliasOutput

SetAlias sets the Alias field's value.

func (UpdateAliasOutput) String

func (s UpdateAliasOutput) String() string

String returns the string representation

type UpdateBuildInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuildInput

type UpdateBuildInput struct {

    // Unique identifier for a build to update.
    //
    // BuildId is a required field
    BuildId *string `type:"string" required:"true"`

    // Descriptive label that is associated with a build. Build names do not need
    // to be unique.
    Name *string `min:"1" type:"string"`

    // Version that is associated with this build. Version strings do not need to
    // be unique.
    Version *string `min:"1" type:"string"`
    // contains filtered or unexported fields
}

func (UpdateBuildInput) GoString

func (s UpdateBuildInput) GoString() string

GoString returns the string representation

func (*UpdateBuildInput) SetBuildId

func (s *UpdateBuildInput) SetBuildId(v string) *UpdateBuildInput

SetBuildId sets the BuildId field's value.

func (*UpdateBuildInput) SetName

func (s *UpdateBuildInput) SetName(v string) *UpdateBuildInput

SetName sets the Name field's value.

func (*UpdateBuildInput) SetVersion

func (s *UpdateBuildInput) SetVersion(v string) *UpdateBuildInput

SetVersion sets the Version field's value.

func (UpdateBuildInput) String

func (s UpdateBuildInput) String() string

String returns the string representation

func (*UpdateBuildInput) Validate

func (s *UpdateBuildInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateBuildOutput

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuildOutput

type UpdateBuildOutput struct {

    // Object that contains the updated build record.
    Build *Build `type:"structure"`
    // contains filtered or unexported fields
}

func (UpdateBuildOutput) GoString

func (s UpdateBuildOutput) GoString() string

GoString returns the string representation

func (*UpdateBuildOutput) SetBuild

func (s *UpdateBuildOutput) SetBuild(v *Build) *UpdateBuildOutput

SetBuild sets the Build field's value.

func (UpdateBuildOutput) String

func (s UpdateBuildOutput) String() string

String returns the string representation

type UpdateFleetAttributesInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributesInput

type UpdateFleetAttributesInput struct {

    // Human-readable description of a fleet.
    Description *string `min:"1" type:"string"`

    // Unique identifier for a fleet to update attribute metadata for.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

    // Names of metric groups to include this fleet with. A fleet metric group is
    // used in Amazon CloudWatch to aggregate metrics from multiple fleets. Use
    // an existing metric group name to add this fleet to the group, or use a new
    // name to create a new metric group. Currently, a fleet can only be included
    // in one metric group at a time.
    MetricGroups []*string `type:"list"`

    // Descriptive label that is associated with a fleet. Fleet names do not need
    // to be unique.
    Name *string `min:"1" type:"string"`

    // Game session protection policy to apply to all new instances created in this
    // fleet. Instances that already exist are not affected. You can set protection
    // for individual instances using UpdateGameSession.
    //
    //    * NoProtection – The game session can be terminated during a scale-down
    //    event.
    //
    //    * FullProtection – If the game session is in an ACTIVE status, it cannot
    //    be terminated during a scale-down event.
    NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"`

    // Policy that limits the number of game sessions an individual player can create
    // over a span of time.
    ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"`
    // contains filtered or unexported fields
}

func (UpdateFleetAttributesInput) GoString

func (s UpdateFleetAttributesInput) GoString() string

GoString returns the string representation

func (*UpdateFleetAttributesInput) SetDescription

func (s *UpdateFleetAttributesInput) SetDescription(v string) *UpdateFleetAttributesInput

SetDescription sets the Description field's value.

func (*UpdateFleetAttributesInput) SetFleetId

func (s *UpdateFleetAttributesInput) SetFleetId(v string) *UpdateFleetAttributesInput

SetFleetId sets the FleetId field's value.

func (*UpdateFleetAttributesInput) SetMetricGroups

func (s *UpdateFleetAttributesInput) SetMetricGroups(v []*string) *UpdateFleetAttributesInput

SetMetricGroups sets the MetricGroups field's value.

func (*UpdateFleetAttributesInput) SetName

func (s *UpdateFleetAttributesInput) SetName(v string) *UpdateFleetAttributesInput

SetName sets the Name field's value.

func (*UpdateFleetAttributesInput) SetNewGameSessionProtectionPolicy

func (s *UpdateFleetAttributesInput) SetNewGameSessionProtectionPolicy(v string) *UpdateFleetAttributesInput

SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.

func (*UpdateFleetAttributesInput) SetResourceCreationLimitPolicy

func (s *UpdateFleetAttributesInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *UpdateFleetAttributesInput

SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.

func (UpdateFleetAttributesInput) String

func (s UpdateFleetAttributesInput) String() string

String returns the string representation

func (*UpdateFleetAttributesInput) Validate

func (s *UpdateFleetAttributesInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateFleetAttributesOutput

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributesOutput

type UpdateFleetAttributesOutput struct {

    // Unique identifier for a fleet that was updated.
    FleetId *string `type:"string"`
    // contains filtered or unexported fields
}

func (UpdateFleetAttributesOutput) GoString

func (s UpdateFleetAttributesOutput) GoString() string

GoString returns the string representation

func (*UpdateFleetAttributesOutput) SetFleetId

func (s *UpdateFleetAttributesOutput) SetFleetId(v string) *UpdateFleetAttributesOutput

SetFleetId sets the FleetId field's value.

func (UpdateFleetAttributesOutput) String

func (s UpdateFleetAttributesOutput) String() string

String returns the string representation

type UpdateFleetCapacityInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacityInput

type UpdateFleetCapacityInput struct {

    // Number of EC2 instances you want this fleet to host.
    DesiredInstances *int64 `type:"integer"`

    // Unique identifier for a fleet to update capacity for.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

    // Maximum value allowed for the fleet's instance count. Default if not set
    // is 1.
    MaxSize *int64 `type:"integer"`

    // Minimum value allowed for the fleet's instance count. Default if not set
    // is 0.
    MinSize *int64 `type:"integer"`
    // contains filtered or unexported fields
}

func (UpdateFleetCapacityInput) GoString

func (s UpdateFleetCapacityInput) GoString() string

GoString returns the string representation

func (*UpdateFleetCapacityInput) SetDesiredInstances

func (s *UpdateFleetCapacityInput) SetDesiredInstances(v int64) *UpdateFleetCapacityInput

SetDesiredInstances sets the DesiredInstances field's value.

func (*UpdateFleetCapacityInput) SetFleetId

func (s *UpdateFleetCapacityInput) SetFleetId(v string) *UpdateFleetCapacityInput

SetFleetId sets the FleetId field's value.

func (*UpdateFleetCapacityInput) SetMaxSize

func (s *UpdateFleetCapacityInput) SetMaxSize(v int64) *UpdateFleetCapacityInput

SetMaxSize sets the MaxSize field's value.

func (*UpdateFleetCapacityInput) SetMinSize

func (s *UpdateFleetCapacityInput) SetMinSize(v int64) *UpdateFleetCapacityInput

SetMinSize sets the MinSize field's value.

func (UpdateFleetCapacityInput) String

func (s UpdateFleetCapacityInput) String() string

String returns the string representation

func (*UpdateFleetCapacityInput) Validate

func (s *UpdateFleetCapacityInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateFleetCapacityOutput

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacityOutput

type UpdateFleetCapacityOutput struct {

    // Unique identifier for a fleet that was updated.
    FleetId *string `type:"string"`
    // contains filtered or unexported fields
}

func (UpdateFleetCapacityOutput) GoString

func (s UpdateFleetCapacityOutput) GoString() string

GoString returns the string representation

func (*UpdateFleetCapacityOutput) SetFleetId

func (s *UpdateFleetCapacityOutput) SetFleetId(v string) *UpdateFleetCapacityOutput

SetFleetId sets the FleetId field's value.

func (UpdateFleetCapacityOutput) String

func (s UpdateFleetCapacityOutput) String() string

String returns the string representation

type UpdateFleetPortSettingsInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettingsInput

type UpdateFleetPortSettingsInput struct {

    // Unique identifier for a fleet to update port settings for.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

    // Collection of port settings to be added to the fleet record.
    InboundPermissionAuthorizations []*IpPermission `type:"list"`

    // Collection of port settings to be removed from the fleet record.
    InboundPermissionRevocations []*IpPermission `type:"list"`
    // contains filtered or unexported fields
}

func (UpdateFleetPortSettingsInput) GoString

func (s UpdateFleetPortSettingsInput) GoString() string

GoString returns the string representation

func (*UpdateFleetPortSettingsInput) SetFleetId

func (s *UpdateFleetPortSettingsInput) SetFleetId(v string) *UpdateFleetPortSettingsInput

SetFleetId sets the FleetId field's value.

func (*UpdateFleetPortSettingsInput) SetInboundPermissionAuthorizations

func (s *UpdateFleetPortSettingsInput) SetInboundPermissionAuthorizations(v []*IpPermission) *UpdateFleetPortSettingsInput

SetInboundPermissionAuthorizations sets the InboundPermissionAuthorizations field's value.

func (*UpdateFleetPortSettingsInput) SetInboundPermissionRevocations

func (s *UpdateFleetPortSettingsInput) SetInboundPermissionRevocations(v []*IpPermission) *UpdateFleetPortSettingsInput

SetInboundPermissionRevocations sets the InboundPermissionRevocations field's value.

func (UpdateFleetPortSettingsInput) String

func (s UpdateFleetPortSettingsInput) String() string

String returns the string representation

func (*UpdateFleetPortSettingsInput) Validate

func (s *UpdateFleetPortSettingsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateFleetPortSettingsOutput

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettingsOutput

type UpdateFleetPortSettingsOutput struct {

    // Unique identifier for a fleet that was updated.
    FleetId *string `type:"string"`
    // contains filtered or unexported fields
}

func (UpdateFleetPortSettingsOutput) GoString

func (s UpdateFleetPortSettingsOutput) GoString() string

GoString returns the string representation

func (*UpdateFleetPortSettingsOutput) SetFleetId

func (s *UpdateFleetPortSettingsOutput) SetFleetId(v string) *UpdateFleetPortSettingsOutput

SetFleetId sets the FleetId field's value.

func (UpdateFleetPortSettingsOutput) String

func (s UpdateFleetPortSettingsOutput) String() string

String returns the string representation

type UpdateGameSessionInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionInput

type UpdateGameSessionInput struct {

    // Unique identifier for the game session to update.
    //
    // GameSessionId is a required field
    GameSessionId *string `min:"1" type:"string" required:"true"`

    // Maximum number of players that can be connected simultaneously to the game
    // session.
    MaximumPlayerSessionCount *int64 `type:"integer"`

    // Descriptive label that is associated with a game session. Session names do
    // not need to be unique.
    Name *string `min:"1" type:"string"`

    // Policy determining whether or not the game session accepts new players.
    PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"`

    // Game session protection policy to apply to this game session only.
    //
    //    * NoProtection – The game session can be terminated during a scale-down
    //    event.
    //
    //    * FullProtection – If the game session is in an ACTIVE status, it cannot
    //    be terminated during a scale-down event.
    ProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"`
    // contains filtered or unexported fields
}

func (UpdateGameSessionInput) GoString

func (s UpdateGameSessionInput) GoString() string

GoString returns the string representation

func (*UpdateGameSessionInput) SetGameSessionId

func (s *UpdateGameSessionInput) SetGameSessionId(v string) *UpdateGameSessionInput

SetGameSessionId sets the GameSessionId field's value.

func (*UpdateGameSessionInput) SetMaximumPlayerSessionCount

func (s *UpdateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *UpdateGameSessionInput

SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.

func (*UpdateGameSessionInput) SetName

func (s *UpdateGameSessionInput) SetName(v string) *UpdateGameSessionInput

SetName sets the Name field's value.

func (*UpdateGameSessionInput) SetPlayerSessionCreationPolicy

func (s *UpdateGameSessionInput) SetPlayerSessionCreationPolicy(v string) *UpdateGameSessionInput

SetPlayerSessionCreationPolicy sets the PlayerSessionCreationPolicy field's value.

func (*UpdateGameSessionInput) SetProtectionPolicy

func (s *UpdateGameSessionInput) SetProtectionPolicy(v string) *UpdateGameSessionInput

SetProtectionPolicy sets the ProtectionPolicy field's value.

func (UpdateGameSessionInput) String

func (s UpdateGameSessionInput) String() string

String returns the string representation

func (*UpdateGameSessionInput) Validate

func (s *UpdateGameSessionInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateGameSessionOutput

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionOutput

type UpdateGameSessionOutput struct {

    // Object that contains the updated game session metadata.
    GameSession *GameSession `type:"structure"`
    // contains filtered or unexported fields
}

func (UpdateGameSessionOutput) GoString

func (s UpdateGameSessionOutput) GoString() string

GoString returns the string representation

func (*UpdateGameSessionOutput) SetGameSession

func (s *UpdateGameSessionOutput) SetGameSession(v *GameSession) *UpdateGameSessionOutput

SetGameSession sets the GameSession field's value.

func (UpdateGameSessionOutput) String

func (s UpdateGameSessionOutput) String() string

String returns the string representation

type UpdateGameSessionQueueInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueueInput

type UpdateGameSessionQueueInput struct {

    // List of fleets that can be used to fulfill game session placement requests
    // in the queue. Fleets are identified by either a fleet ARN or a fleet alias
    // ARN. Destinations are listed in default preference order. When updating this
    // list, provide a complete list of destinations.
    Destinations []*GameSessionQueueDestination `type:"list"`

    // Descriptive label that is associated with queue. Queue names must be unique
    // within each region.
    //
    // Name is a required field
    Name *string `min:"1" type:"string" required:"true"`

    // Collection of latency policies to apply when processing game sessions placement
    // requests with player latency information. Multiple policies are evaluated
    // in order of the maximum latency value, starting with the lowest latency values.
    // With just one policy, it is enforced at the start of the game session placement
    // for the duration period. With multiple policies, each policy is enforced
    // consecutively for its duration period. For example, a queue might enforce
    // a 60-second policy followed by a 120-second policy, and then no policy for
    // the remainder of the placement. When updating policies, provide a complete
    // collection of policies.
    PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"`

    // Maximum time, in seconds, that a new game session placement request remains
    // in the queue. When a request exceeds this time, the game session placement
    // changes to a TIMED_OUT status.
    TimeoutInSeconds *int64 `type:"integer"`
    // contains filtered or unexported fields
}

func (UpdateGameSessionQueueInput) GoString

func (s UpdateGameSessionQueueInput) GoString() string

GoString returns the string representation

func (*UpdateGameSessionQueueInput) SetDestinations

func (s *UpdateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *UpdateGameSessionQueueInput

SetDestinations sets the Destinations field's value.

func (*UpdateGameSessionQueueInput) SetName

func (s *UpdateGameSessionQueueInput) SetName(v string) *UpdateGameSessionQueueInput

SetName sets the Name field's value.

func (*UpdateGameSessionQueueInput) SetPlayerLatencyPolicies

func (s *UpdateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *UpdateGameSessionQueueInput

SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.

func (*UpdateGameSessionQueueInput) SetTimeoutInSeconds

func (s *UpdateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *UpdateGameSessionQueueInput

SetTimeoutInSeconds sets the TimeoutInSeconds field's value.

func (UpdateGameSessionQueueInput) String

func (s UpdateGameSessionQueueInput) String() string

String returns the string representation

func (*UpdateGameSessionQueueInput) Validate

func (s *UpdateGameSessionQueueInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateGameSessionQueueOutput

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueueOutput

type UpdateGameSessionQueueOutput struct {

    // Object that describes the newly updated game session queue.
    GameSessionQueue *GameSessionQueue `type:"structure"`
    // contains filtered or unexported fields
}

func (UpdateGameSessionQueueOutput) GoString

func (s UpdateGameSessionQueueOutput) GoString() string

GoString returns the string representation

func (*UpdateGameSessionQueueOutput) SetGameSessionQueue

func (s *UpdateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) *UpdateGameSessionQueueOutput

SetGameSessionQueue sets the GameSessionQueue field's value.

func (UpdateGameSessionQueueOutput) String

func (s UpdateGameSessionQueueOutput) String() string

String returns the string representation

type UpdateRuntimeConfigurationInput

Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfigurationInput

type UpdateRuntimeConfigurationInput struct {

    // Unique identifier for a fleet to update runtime configuration for.
    //
    // FleetId is a required field
    FleetId *string `type:"string" required:"true"`

    // Instructions for launching server processes on each instance in the fleet.
    // The runtime configuration for a fleet has a collection of server process
    // configurations, one for each type of server process to run on an instance.
    // A server process configuration specifies the location of the server executable,
    // launch parameters, and the number of concurrent processes with that configuration
    // to maintain on each instance.
    //
    // RuntimeConfiguration is a required field
    RuntimeConfiguration *RuntimeConfiguration `type:"structure" required:"true"`
    // contains filtered or unexported fields
}

func (UpdateRuntimeConfigurationInput) GoString

func (s UpdateRuntimeConfigurationInput) GoString() string

GoString returns the string representation

func (*UpdateRuntimeConfigurationInput) SetFleetId

func (s *UpdateRuntimeConfigurationInput) SetFleetId(v string) *UpdateRuntimeConfigurationInput

SetFleetId sets the FleetId field's value.

func (*UpdateRuntimeConfigurationInput) SetRuntimeConfiguration

func (s *UpdateRuntimeConfigurationInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationInput

SetRuntimeConfiguration sets the RuntimeConfiguration field's value.

func (UpdateRuntimeConfigurationInput) String

func (s UpdateRuntimeConfigurationInput) String() string

String returns the string representation

func (*UpdateRuntimeConfigurationInput) Validate

func (s *UpdateRuntimeConfigurationInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateRuntimeConfigurationOutput

Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfigurationOutput

type UpdateRuntimeConfigurationOutput struct {

    // The runtime configuration currently in force. If the update was successful,
    // this object matches the one in the request.
    RuntimeConfiguration *RuntimeConfiguration `type:"structure"`
    // contains filtered or unexported fields
}

func (UpdateRuntimeConfigurationOutput) GoString

func (s UpdateRuntimeConfigurationOutput) GoString() string

GoString returns the string representation

func (*UpdateRuntimeConfigurationOutput) SetRuntimeConfiguration

func (s *UpdateRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationOutput

SetRuntimeConfiguration sets the RuntimeConfiguration field's value.

func (UpdateRuntimeConfigurationOutput) String

func (s UpdateRuntimeConfigurationOutput) String() string

String returns the string representation

Subdirectories

Name Synopsis
..
gameliftiface Package gameliftiface provides an interface to enable mocking the Amazon GameLift service client for testing your code.