/
api_op_UpdateGameServerGroup.go
189 lines (170 loc) · 7.54 KB
/
api_op_UpdateGameServerGroup.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
// Code generated by smithy-go-codegen DO NOT EDIT.
package gamelift
import (
"context"
"fmt"
awsmiddleware "github.com/aws/aws-sdk-go-v2/aws/middleware"
"github.com/aws/aws-sdk-go-v2/service/gamelift/types"
"github.com/aws/smithy-go/middleware"
smithyhttp "github.com/aws/smithy-go/transport/http"
)
// This operation is used with the Amazon GameLift FleetIQ solution and game
// server groups. Updates Amazon GameLift FleetIQ-specific properties for a game
// server group. Many Auto Scaling group properties are updated on the Auto Scaling
// group directly, including the launch template, Auto Scaling policies, and
// maximum/minimum/desired instance counts. To update the game server group,
// specify the game server group ID and provide the updated values. Before applying
// the updates, the new values are validated to ensure that Amazon GameLift FleetIQ
// can continue to perform instance balancing activity. If successful, a
// GameServerGroup object is returned. Learn more Amazon GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)
func (c *Client) UpdateGameServerGroup(ctx context.Context, params *UpdateGameServerGroupInput, optFns ...func(*Options)) (*UpdateGameServerGroupOutput, error) {
if params == nil {
params = &UpdateGameServerGroupInput{}
}
result, metadata, err := c.invokeOperation(ctx, "UpdateGameServerGroup", params, optFns, c.addOperationUpdateGameServerGroupMiddlewares)
if err != nil {
return nil, err
}
out := result.(*UpdateGameServerGroupOutput)
out.ResultMetadata = metadata
return out, nil
}
type UpdateGameServerGroupInput struct {
// A unique identifier for the game server group. Use either the name or ARN value.
//
// This member is required.
GameServerGroupName *string
// Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and
// On-Demand Instances in the game server group. Method options include the
// following:
// - SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot
// Instances are unavailable or not viable for game hosting, the game server group
// provides no hosting capacity until Spot Instances can again be used. Until then,
// no new instances are started, and the existing nonviable Spot Instances are
// terminated (after current gameplay ends) and are not replaced.
// - SPOT_PREFERRED - (default value) Spot Instances are used whenever available
// in the game server group. If Spot Instances are unavailable, the game server
// group continues to provide hosting capacity by falling back to On-Demand
// Instances. Existing nonviable Spot Instances are terminated (after current
// gameplay ends) and are replaced with new On-Demand Instances.
// - ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group.
// No Spot Instances are used, even when available, while this balancing strategy
// is in force.
BalancingStrategy types.BalancingStrategy
// A flag that indicates whether instances in the game server group are protected
// from early termination. Unprotected instances that have active game servers
// running might be terminated during a scale-down event, causing players to be
// dropped from the game. Protected instances cannot be terminated while there are
// active game servers running except in the event of a forced game server group
// deletion (see ). An exception to this is with Spot Instances, which can be
// terminated by Amazon Web Services regardless of protection status. This property
// is set to NO_PROTECTION by default.
GameServerProtectionPolicy types.GameServerProtectionPolicy
// An updated list of Amazon EC2 instance types to use in the Auto Scaling group.
// The instance definitions must specify at least two different instance types that
// are supported by Amazon GameLift FleetIQ. This updated list replaces the entire
// current list of instance definitions for the game server group. For more
// information on instance types, see EC2 Instance Types (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html)
// in the Amazon EC2 User Guide. You can optionally specify capacity weighting for
// each instance type. If no weight value is specified for an instance type, it is
// set to the default value "1". For more information about capacity weighting, see
// Instance Weighting for Amazon EC2 Auto Scaling (https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html)
// in the Amazon EC2 Auto Scaling User Guide.
InstanceDefinitions []types.InstanceDefinition
// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
// ) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto
// Scaling groups.
RoleArn *string
noSmithyDocumentSerde
}
type UpdateGameServerGroupOutput struct {
// An object that describes the game server group resource with updated properties.
GameServerGroup *types.GameServerGroup
// Metadata pertaining to the operation's result.
ResultMetadata middleware.Metadata
noSmithyDocumentSerde
}
func (c *Client) addOperationUpdateGameServerGroupMiddlewares(stack *middleware.Stack, options Options) (err error) {
if err := stack.Serialize.Add(&setOperationInputMiddleware{}, middleware.After); err != nil {
return err
}
err = stack.Serialize.Add(&awsAwsjson11_serializeOpUpdateGameServerGroup{}, middleware.After)
if err != nil {
return err
}
err = stack.Deserialize.Add(&awsAwsjson11_deserializeOpUpdateGameServerGroup{}, middleware.After)
if err != nil {
return err
}
if err := addProtocolFinalizerMiddlewares(stack, options, "UpdateGameServerGroup"); err != nil {
return fmt.Errorf("add protocol finalizers: %v", err)
}
if err = addlegacyEndpointContextSetter(stack, options); err != nil {
return err
}
if err = addSetLoggerMiddleware(stack, options); err != nil {
return err
}
if err = addClientRequestID(stack); err != nil {
return err
}
if err = addComputeContentLength(stack); err != nil {
return err
}
if err = addResolveEndpointMiddleware(stack, options); err != nil {
return err
}
if err = addComputePayloadSHA256(stack); err != nil {
return err
}
if err = addRetry(stack, options); err != nil {
return err
}
if err = addRawResponseToMetadata(stack); err != nil {
return err
}
if err = addRecordResponseTiming(stack); err != nil {
return err
}
if err = addClientUserAgent(stack, options); err != nil {
return err
}
if err = smithyhttp.AddErrorCloseResponseBodyMiddleware(stack); err != nil {
return err
}
if err = smithyhttp.AddCloseResponseBodyMiddleware(stack); err != nil {
return err
}
if err = addSetLegacyContextSigningOptionsMiddleware(stack); err != nil {
return err
}
if err = addOpUpdateGameServerGroupValidationMiddleware(stack); err != nil {
return err
}
if err = stack.Initialize.Add(newServiceMetadataMiddleware_opUpdateGameServerGroup(options.Region), middleware.Before); err != nil {
return err
}
if err = addRecursionDetection(stack); err != nil {
return err
}
if err = addRequestIDRetrieverMiddleware(stack); err != nil {
return err
}
if err = addResponseErrorMiddleware(stack); err != nil {
return err
}
if err = addRequestResponseLogging(stack, options); err != nil {
return err
}
if err = addDisableHTTPSMiddleware(stack, options); err != nil {
return err
}
return nil
}
func newServiceMetadataMiddleware_opUpdateGameServerGroup(region string) *awsmiddleware.RegisterServiceMetadata {
return &awsmiddleware.RegisterServiceMetadata{
Region: region,
ServiceID: ServiceID,
OperationName: "UpdateGameServerGroup",
}
}