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// Code generated by private/model/cli/gen-api/main.go. DO NOT EDIT.
package gamelift
import (
"fmt"
"time"
"github.com/aws/aws-sdk-go/aws"
"github.com/aws/aws-sdk-go/aws/awsutil"
"github.com/aws/aws-sdk-go/aws/request"
"github.com/aws/aws-sdk-go/private/protocol"
"github.com/aws/aws-sdk-go/private/protocol/jsonrpc"
)
const opAcceptMatch = "AcceptMatch"
// AcceptMatchRequest generates a "aws/request.Request" representing the
// client's request for the AcceptMatch operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See AcceptMatch for more information on using the AcceptMatch
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the AcceptMatchRequest method.
// req, resp := client.AcceptMatchRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch
func (c *GameLift) AcceptMatchRequest(input *AcceptMatchInput) (req *request.Request, output *AcceptMatchOutput) {
op := &request.Operation{
Name: opAcceptMatch,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &AcceptMatchInput{}
}
output = &AcceptMatchOutput{}
req = c.newRequest(op, input, output)
req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler)
return
}
// AcceptMatch API operation for Amazon GameLift.
//
// Registers a player's acceptance or rejection of a proposed FlexMatch match.
// A matchmaking configuration may require player acceptance; if so, then matches
// built with that configuration cannot be completed unless all players accept
// the proposed match within a specified time limit.
//
// When FlexMatch builds a match, all the matchmaking tickets involved in the
// proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger
// for your game to get acceptance from all players in the ticket. Acceptances
// are only valid for tickets when they are in this status; all other acceptances
// result in an error.
//
// To register acceptance, specify the ticket ID, a response, and one or more
// players. Once all players have registered acceptance, the matchmaking tickets
// advance to status PLACING, where a new game session is created for the match.
//
// If any player rejects the match, or if acceptances are not received before
// a specified timeout, the proposed match is dropped. The matchmaking tickets
// are then handled in one of two ways: For tickets where one or more players
// rejected the match, the ticket status is returned to SEARCHING to find a
// new match. For tickets where one or more players failed to respond, the ticket
// status is set to CANCELLED, and processing is terminated. A new matchmaking
// request for these players can be submitted as needed.
//
// Learn more
//
// Add FlexMatch to a Game Client (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html)
//
// FlexMatch Events Reference (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-events.html)
//
// Related operations
//
// * StartMatchmaking
//
// * DescribeMatchmaking
//
// * StopMatchmaking
//
// * AcceptMatch
//
// * StartMatchBackfill
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation AcceptMatch for usage and error information.
//
// Returned Error Codes:
// * 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.
//
// * ErrCodeUnsupportedRegionException "UnsupportedRegionException"
// The requested operation is not supported in the region specified.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch
func (c *GameLift) AcceptMatch(input *AcceptMatchInput) (*AcceptMatchOutput, error) {
req, out := c.AcceptMatchRequest(input)
return out, req.Send()
}
// AcceptMatchWithContext is the same as AcceptMatch with the addition of
// the ability to pass a context and additional request options.
//
// See AcceptMatch for details on how to use this API operation.
//
// The context must be non-nil and will be used for request cancellation. If
// the context is nil a panic will occur. In the future the SDK may create
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
// for more information on using Contexts.
func (c *GameLift) AcceptMatchWithContext(ctx aws.Context, input *AcceptMatchInput, opts ...request.Option) (*AcceptMatchOutput, error) {
req, out := c.AcceptMatchRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opCreateAlias = "CreateAlias"
// CreateAliasRequest generates a "aws/request.Request" representing the
// client's request for the CreateAlias operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See CreateAlias for more information on using the CreateAlias
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the CreateAliasRequest method.
// req, resp := client.CreateAliasRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias
func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput) {
op := &request.Operation{
Name: opCreateAlias,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &CreateAliasInput{}
}
output = &CreateAliasOutput{}
req = c.newRequest(op, input, output)
return
}
// CreateAlias API operation for Amazon GameLift.
//
// Creates an alias for a fleet. In most situations, you can use an alias ID
// in place of a fleet ID. By using a fleet alias instead of a specific fleet
// ID, you can switch gameplay and players to a new fleet without changing your
// game client or other game components. For example, for games in production,
// using an alias allows you to seamlessly redirect your player base to a new
// game server update.
//
// Amazon GameLift supports two types of routing strategies for aliases: simple
// and terminal. A simple alias points to an active fleet. A terminal alias
// is used to display messaging or link to a URL instead of routing players
// to an active fleet. For example, you might use a terminal alias when a game
// version is no longer supported and you want to direct players to an upgrade
// site.
//
// To create a fleet alias, specify an alias name, routing strategy, and optional
// description. Each simple alias can point to only one fleet, but a fleet can
// have multiple aliases. If successful, a new alias record is returned, including
// an alias ID, which you can reference when creating a game session. You can
// reassign an alias to another fleet by calling UpdateAlias.
//
// * CreateAlias
//
// * ListAliases
//
// * DescribeAlias
//
// * UpdateAlias
//
// * DeleteAlias
//
// * ResolveAlias
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation CreateAlias for usage and error information.
//
// Returned Error 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias
func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error) {
req, out := c.CreateAliasRequest(input)
return out, req.Send()
}
// 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 (c *GameLift) CreateAliasWithContext(ctx aws.Context, input *CreateAliasInput, opts ...request.Option) (*CreateAliasOutput, error) {
req, out := c.CreateAliasRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opCreateBuild = "CreateBuild"
// CreateBuildRequest generates a "aws/request.Request" representing the
// client's request for the CreateBuild operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See CreateBuild for more information on using the CreateBuild
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the CreateBuildRequest method.
// req, resp := client.CreateBuildRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild
func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput) {
op := &request.Operation{
Name: opCreateBuild,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &CreateBuildInput{}
}
output = &CreateBuildOutput{}
req = c.newRequest(op, input, output)
return
}
// CreateBuild API operation for Amazon GameLift.
//
// Creates a new Amazon GameLift build record for your game server binary files
// and points to the location of your game server build files in an Amazon Simple
// Storage Service (Amazon S3) location.
//
// Game server binaries must be combined into a .zip file for use with Amazon
// GameLift.
//
// To create new builds quickly and easily, use the AWS CLI command upload-build
// (https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html)
// . This helper command uploads your build and creates a new build record in
// one step, and automatically handles the necessary permissions.
//
// The CreateBuild operation should be used only when you need to manually upload
// your build files, as in the following scenarios:
//
// * Store a build file in an Amazon S3 bucket under your own AWS account.
// To use this option, you must first give Amazon GameLift access to that
// Amazon S3 bucket. To create a new build record using files in your Amazon
// S3 bucket, call CreateBuild and specify a build name, operating system,
// and the storage location of your game build.
//
// * Upload a build file directly to Amazon GameLift's Amazon S3 account.
// To use this option, you first call CreateBuild with a build name and operating
// system. This action creates a new build record and returns an Amazon S3
// storage location (bucket and key only) and temporary access credentials.
// Use the credentials to manually upload your build file to the storage
// location (see the Amazon S3 topic Uploading Objects (https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html)).
// You can upload files to a location only once.
//
// If successful, this operation creates a new build record with a unique build
// ID and places it in INITIALIZED status. You can use DescribeBuild to check
// the status of your build. A build must be in READY status before it can be
// used to create fleets.
//
// Learn more
//
// Uploading Your Game (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html)
//
// Create a Build with Files in Amazon S3 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build)
//
// Related operations
//
// * CreateBuild
//
// * ListBuilds
//
// * DescribeBuild
//
// * UpdateBuild
//
// * DeleteBuild
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation CreateBuild for usage and error information.
//
// Returned Error 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild
func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error) {
req, out := c.CreateBuildRequest(input)
return out, req.Send()
}
// 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 (c *GameLift) CreateBuildWithContext(ctx aws.Context, input *CreateBuildInput, opts ...request.Option) (*CreateBuildOutput, error) {
req, out := c.CreateBuildRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opCreateFleet = "CreateFleet"
// CreateFleetRequest generates a "aws/request.Request" representing the
// client's request for the CreateFleet operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See CreateFleet for more information on using the CreateFleet
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the CreateFleetRequest method.
// req, resp := client.CreateFleetRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet
func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput) {
op := &request.Operation{
Name: opCreateFleet,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &CreateFleetInput{}
}
output = &CreateFleetOutput{}
req = c.newRequest(op, input, output)
return
}
// CreateFleet API operation for Amazon GameLift.
//
// Creates a new fleet to run your game servers. whether they are custom game
// builds or Realtime Servers with game-specific script. A fleet is a set of
// Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can host
// multiple game sessions. When creating a fleet, you choose the hardware specifications,
// set some configuration options, and specify the game server to deploy on
// the new fleet.
//
// To create a new fleet, you must provide the following: (1) a fleet name,
// (2) an EC2 instance type and fleet type (spot or on-demand), (3) the build
// ID for your game build or script ID if using Realtime Servers, and (4) a
// run-time configuration, which determines how game servers will run on each
// instance in the fleet.
//
// When creating a Realtime Servers fleet, we recommend using a minimal version
// of the Realtime script (see this working code example (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-script.html#realtime-script-examples)).
// This will make it much easier to troubleshoot any fleet creation issues.
// Once the fleet is active, you can update your Realtime script as needed.
//
// If the CreateFleet call is successful, Amazon GameLift performs the following
// tasks. You can track the process of a fleet by checking the fleet status
// or by monitoring fleet creation events:
//
// * Creates a fleet record. Status: NEW.
//
// * Begins writing events to the fleet event log, which can be accessed
// in the Amazon GameLift console. Sets the fleet's target capacity to 1
// (desired instances), which triggers Amazon GameLift to start one new EC2
// instance.
//
// * Downloads the game build or Realtime script to the new instance and
// installs it. Statuses: DOWNLOADING, VALIDATING, BUILDING.
//
// * Starts launching server processes on the instance. If the fleet is configured
// to run multiple server processes per instance, Amazon GameLift staggers
// each launch by a few seconds. Status: ACTIVATING.
//
// * Sets the fleet's status to ACTIVE as soon as one server process is ready
// to host a game session.
//
// Learn more
//
// Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)
//
// Debug Fleet Creation Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html)
//
// Related operations
//
// * CreateFleet
//
// * ListFleets
//
// * DeleteFleet
//
// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings
// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits
// DescribeFleetEvents
//
// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings
// UpdateRuntimeConfiguration
//
// * Manage fleet actions: StartFleetActions StopFleetActions
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet
func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error) {
req, out := c.CreateFleetRequest(input)
return out, req.Send()
}
// 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 (c *GameLift) CreateFleetWithContext(ctx aws.Context, input *CreateFleetInput, opts ...request.Option) (*CreateFleetOutput, error) {
req, out := c.CreateFleetRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opCreateGameSession = "CreateGameSession"
// CreateGameSessionRequest generates a "aws/request.Request" representing the
// client's request for the CreateGameSession operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See CreateGameSession for more information on using the CreateGameSession
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the CreateGameSessionRequest method.
// req, resp := client.CreateGameSessionRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession
func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput) {
op := &request.Operation{
Name: opCreateGameSession,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &CreateGameSessionInput{}
}
output = &CreateGameSessionOutput{}
req = c.newRequest(op, input, output)
return
}
// CreateGameSession API operation for Amazon GameLift.
//
// Creates a multiplayer game session for players. This action creates a game
// session record and assigns an available server process in the specified fleet
// to host the game session. A fleet must have an ACTIVE status before a game
// session can be created in it.
//
// To create a game session, specify either fleet ID or alias ID and indicate
// a maximum number of players to allow in the game session. You can also provide
// a name and game-specific properties for this game session. If successful,
// a GameSession object is returned containing the game session properties and
// other settings you specified.
//
// Idempotency tokens. You can add a token that uniquely identifies game session
// requests. This is useful for ensuring that game session requests are idempotent.
// Multiple requests with the same idempotency token are processed only once;
// subsequent requests return the original result. All response values are the
// same with the exception of game session status, which may change.
//
// Resource creation limits. If you are creating a game session on a fleet with
// a resource creation limit policy in force, then you must specify a creator
// ID. Without this ID, Amazon GameLift has no way to evaluate the policy for
// this new game session request.
//
// Player acceptance policy. By default, newly created game sessions are open
// to new players. You can restrict new player access by using UpdateGameSession
// to change the game session's player session creation policy.
//
// Game session logs. Logs are retained for all active game sessions for 14
// days. To access the logs, call GetGameSessionLogUrl to download the log files.
//
// Available in Amazon GameLift Local.
//
// * CreateGameSession
//
// * DescribeGameSessions
//
// * DescribeGameSessionDetails
//
// * SearchGameSessions
//
// * UpdateGameSession
//
// * GetGameSessionLogUrl
//
// * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement
// StopGameSessionPlacement
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation CreateGameSession for usage and error information.
//
// Returned Error 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession
func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error) {
req, out := c.CreateGameSessionRequest(input)
return out, req.Send()
}
// 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 (c *GameLift) CreateGameSessionWithContext(ctx aws.Context, input *CreateGameSessionInput, opts ...request.Option) (*CreateGameSessionOutput, error) {
req, out := c.CreateGameSessionRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opCreateGameSessionQueue = "CreateGameSessionQueue"
// CreateGameSessionQueueRequest generates a "aws/request.Request" representing the
// client's request for the CreateGameSessionQueue operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See CreateGameSessionQueue for more information on using the CreateGameSessionQueue
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the CreateGameSessionQueueRequest method.
// req, resp := client.CreateGameSessionQueueRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue
func (c *GameLift) CreateGameSessionQueueRequest(input *CreateGameSessionQueueInput) (req *request.Request, output *CreateGameSessionQueueOutput) {
op := &request.Operation{
Name: opCreateGameSessionQueue,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &CreateGameSessionQueueInput{}
}
output = &CreateGameSessionQueueOutput{}
req = c.newRequest(op, input, output)
return
}
// 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.
//
// * CreateGameSessionQueue
//
// * DescribeGameSessionQueues
//
// * UpdateGameSessionQueue
//
// * DeleteGameSessionQueue
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation CreateGameSessionQueue for usage and error information.
//
// Returned Error 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue
func (c *GameLift) CreateGameSessionQueue(input *CreateGameSessionQueueInput) (*CreateGameSessionQueueOutput, error) {
req, out := c.CreateGameSessionQueueRequest(input)
return out, req.Send()
}
// 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 (c *GameLift) CreateGameSessionQueueWithContext(ctx aws.Context, input *CreateGameSessionQueueInput, opts ...request.Option) (*CreateGameSessionQueueOutput, error) {
req, out := c.CreateGameSessionQueueRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opCreateMatchmakingConfiguration = "CreateMatchmakingConfiguration"
// CreateMatchmakingConfigurationRequest generates a "aws/request.Request" representing the
// client's request for the CreateMatchmakingConfiguration operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See CreateMatchmakingConfiguration for more information on using the CreateMatchmakingConfiguration
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the CreateMatchmakingConfigurationRequest method.
// req, resp := client.CreateMatchmakingConfigurationRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration
func (c *GameLift) CreateMatchmakingConfigurationRequest(input *CreateMatchmakingConfigurationInput) (req *request.Request, output *CreateMatchmakingConfigurationOutput) {
op := &request.Operation{
Name: opCreateMatchmakingConfiguration,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &CreateMatchmakingConfigurationInput{}
}
output = &CreateMatchmakingConfigurationOutput{}
req = c.newRequest(op, input, output)
return
}
// CreateMatchmakingConfiguration API operation for Amazon GameLift.
//
// Defines a new matchmaking configuration for use with FlexMatch. A matchmaking
// configuration sets out guidelines for matching players and getting the matches
// into games. You can set up multiple matchmaking configurations to handle
// the scenarios needed for your game. Each matchmaking ticket (StartMatchmaking
// or StartMatchBackfill) specifies a configuration for the match and provides
// player attributes to support the configuration being used.
//
// To create a matchmaking configuration, at a minimum you must specify the
// following: configuration name; a rule set that governs how to evaluate players
// and find acceptable matches; a game session queue to use when placing a new
// game session for the match; and the maximum time allowed for a matchmaking
// attempt.
//
// There are two ways to track the progress of matchmaking tickets: (1) polling
// ticket status with DescribeMatchmaking; or (2) receiving notifications with
// Amazon Simple Notification Service (SNS). To use notifications, you first
// need to set up an SNS topic to receive the notifications, and provide the
// topic ARN in the matchmaking configuration. Since notifications promise only
// "best effort" delivery, we recommend calling DescribeMatchmaking if no notifications
// are received within 30 seconds.
//
// Learn more
//
// Design a FlexMatch Matchmaker (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html)
//
// Setting up Notifications for Matchmaking (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html)
//
// Related operations
//
// * CreateMatchmakingConfiguration
//
// * DescribeMatchmakingConfigurations
//
// * UpdateMatchmakingConfiguration
//
// * DeleteMatchmakingConfiguration
//
// * CreateMatchmakingRuleSet
//
// * DescribeMatchmakingRuleSets
//
// * ValidateMatchmakingRuleSet
//
// * DeleteMatchmakingRuleSet
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation CreateMatchmakingConfiguration for usage and error information.
//
// Returned Error Codes:
// * ErrCodeInvalidRequestException "InvalidRequestException"
// One or more parameter values in the request are invalid. Correct the invalid
// parameter values before retrying.
//
// * ErrCodeLimitExceededException "LimitExceededException"
// The requested operation would cause the resource to exceed the allowed service
// limit. Resolve the issue 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.
//
// * ErrCodeUnsupportedRegionException "UnsupportedRegionException"
// The requested operation is not supported in the region specified.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration
func (c *GameLift) CreateMatchmakingConfiguration(input *CreateMatchmakingConfigurationInput) (*CreateMatchmakingConfigurationOutput, error) {
req, out := c.CreateMatchmakingConfigurationRequest(input)
return out, req.Send()
}
// CreateMatchmakingConfigurationWithContext is the same as CreateMatchmakingConfiguration with the addition of
// the ability to pass a context and additional request options.
//
// See CreateMatchmakingConfiguration for details on how to use this API operation.
//
// The context must be non-nil and will be used for request cancellation. If
// the context is nil a panic will occur. In the future the SDK may create
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
// for more information on using Contexts.
func (c *GameLift) CreateMatchmakingConfigurationWithContext(ctx aws.Context, input *CreateMatchmakingConfigurationInput, opts ...request.Option) (*CreateMatchmakingConfigurationOutput, error) {
req, out := c.CreateMatchmakingConfigurationRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opCreateMatchmakingRuleSet = "CreateMatchmakingRuleSet"
// CreateMatchmakingRuleSetRequest generates a "aws/request.Request" representing the
// client's request for the CreateMatchmakingRuleSet operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See CreateMatchmakingRuleSet for more information on using the CreateMatchmakingRuleSet
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the CreateMatchmakingRuleSetRequest method.
// req, resp := client.CreateMatchmakingRuleSetRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet
func (c *GameLift) CreateMatchmakingRuleSetRequest(input *CreateMatchmakingRuleSetInput) (req *request.Request, output *CreateMatchmakingRuleSetOutput) {
op := &request.Operation{
Name: opCreateMatchmakingRuleSet,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &CreateMatchmakingRuleSetInput{}
}
output = &CreateMatchmakingRuleSetOutput{}
req = c.newRequest(op, input, output)
return
}
// CreateMatchmakingRuleSet API operation for Amazon GameLift.
//
// Creates a new rule set for FlexMatch matchmaking. A rule set describes the
// type of match to create, such as the number and size of teams, and sets the
// parameters for acceptable player matches, such as minimum skill level or
// character type. A rule set is used by a MatchmakingConfiguration.
//
// To create a matchmaking rule set, provide unique rule set name and the rule
// set body in JSON format. Rule sets must be defined in the same region as
// the matchmaking configuration they are used with.
//
// Since matchmaking rule sets cannot be edited, it is a good idea to check
// the rule set syntax using ValidateMatchmakingRuleSet before creating a new
// rule set.
//
// Learn more
//
// * Build a Rule Set (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html)
//
// * Design a Matchmaker (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html)
//
// * Matchmaking with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html)
//
// Related operations
//
// * CreateMatchmakingConfiguration
//
// * DescribeMatchmakingConfigurations
//
// * UpdateMatchmakingConfiguration
//
// * DeleteMatchmakingConfiguration
//
// * CreateMatchmakingRuleSet
//
// * DescribeMatchmakingRuleSets
//
// * ValidateMatchmakingRuleSet
//
// * DeleteMatchmakingRuleSet
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation CreateMatchmakingRuleSet for usage and error information.
//
// Returned Error 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.
//
// * ErrCodeUnsupportedRegionException "UnsupportedRegionException"
// The requested operation is not supported in the region specified.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet
func (c *GameLift) CreateMatchmakingRuleSet(input *CreateMatchmakingRuleSetInput) (*CreateMatchmakingRuleSetOutput, error) {
req, out := c.CreateMatchmakingRuleSetRequest(input)
return out, req.Send()
}
// CreateMatchmakingRuleSetWithContext is the same as CreateMatchmakingRuleSet with the addition of
// the ability to pass a context and additional request options.
//
// See CreateMatchmakingRuleSet for details on how to use this API operation.
//
// The context must be non-nil and will be used for request cancellation. If
// the context is nil a panic will occur. In the future the SDK may create
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
// for more information on using Contexts.
func (c *GameLift) CreateMatchmakingRuleSetWithContext(ctx aws.Context, input *CreateMatchmakingRuleSetInput, opts ...request.Option) (*CreateMatchmakingRuleSetOutput, error) {
req, out := c.CreateMatchmakingRuleSetRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opCreatePlayerSession = "CreatePlayerSession"
// CreatePlayerSessionRequest generates a "aws/request.Request" representing the
// client's request for the CreatePlayerSession operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See CreatePlayerSession for more information on using the CreatePlayerSession
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the CreatePlayerSessionRequest method.
// req, resp := client.CreatePlayerSessionRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession
func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput) {
op := &request.Operation{
Name: opCreatePlayerSession,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &CreatePlayerSessionInput{}
}
output = &CreatePlayerSessionOutput{}
req = c.newRequest(op, input, output)
return
}
// CreatePlayerSession API operation for Amazon GameLift.
//
// Reserves an open player slot in an active game session. Before a player can
// be added, a game session must have an ACTIVE status, have a creation policy
// of ALLOW_ALL, and have an open player slot. To add a group of players to
// a game session, use CreatePlayerSessions. When the player connects to the
// game server and references a player session ID, the game server contacts
// the Amazon GameLift service to validate the player reservation and accept
// the player.
//
// To create a player session, specify a game session ID, player ID, and optionally
// a string of player data. If successful, a slot is reserved in the game session
// for the player and a new PlayerSession object is returned. Player sessions
// cannot be updated.
//
// Available in Amazon GameLift Local.
//
// * CreatePlayerSession
//
// * CreatePlayerSessions
//
// * DescribePlayerSessions
//
// * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement
// StopGameSessionPlacement
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation CreatePlayerSession for usage and error information.
//
// Returned Error 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession
func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error) {
req, out := c.CreatePlayerSessionRequest(input)
return out, req.Send()
}
// 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 (c *GameLift) CreatePlayerSessionWithContext(ctx aws.Context, input *CreatePlayerSessionInput, opts ...request.Option) (*CreatePlayerSessionOutput, error) {
req, out := c.CreatePlayerSessionRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opCreatePlayerSessions = "CreatePlayerSessions"
// CreatePlayerSessionsRequest generates a "aws/request.Request" representing the
// client's request for the CreatePlayerSessions operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See CreatePlayerSessions for more information on using the CreatePlayerSessions
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the CreatePlayerSessionsRequest method.
// req, resp := client.CreatePlayerSessionsRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions
func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput) {
op := &request.Operation{
Name: opCreatePlayerSessions,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &CreatePlayerSessionsInput{}
}
output = &CreatePlayerSessionsOutput{}
req = c.newRequest(op, input, output)
return
}
// CreatePlayerSessions API operation for Amazon GameLift.
//
// Reserves open slots in a game session for a group of players. Before players
// can be added, a game session must have an ACTIVE status, have a creation
// policy of ALLOW_ALL, and have an open player slot. To add a single player
// to a game session, use CreatePlayerSession. When a player connects to the
// game server and references a player session ID, the game server contacts
// the Amazon GameLift service to validate the player reservation and accept
// the player.
//
// To create player sessions, specify a game session ID, a list of player IDs,
// and optionally a set of player data strings. If successful, a slot is reserved
// in the game session for each player and a set of new PlayerSession objects
// is returned. Player sessions cannot be updated.
//
// Available in Amazon GameLift Local.
//
// * CreatePlayerSession
//
// * CreatePlayerSessions
//
// * DescribePlayerSessions
//
// * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement
// StopGameSessionPlacement
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation CreatePlayerSessions for usage and error information.
//
// Returned Error 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions
func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error) {
req, out := c.CreatePlayerSessionsRequest(input)
return out, req.Send()
}
// 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 (c *GameLift) CreatePlayerSessionsWithContext(ctx aws.Context, input *CreatePlayerSessionsInput, opts ...request.Option) (*CreatePlayerSessionsOutput, error) {
req, out := c.CreatePlayerSessionsRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opCreateScript = "CreateScript"
// CreateScriptRequest generates a "aws/request.Request" representing the
// client's request for the CreateScript operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See CreateScript for more information on using the CreateScript
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the CreateScriptRequest method.
// req, resp := client.CreateScriptRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript
func (c *GameLift) CreateScriptRequest(input *CreateScriptInput) (req *request.Request, output *CreateScriptOutput) {
op := &request.Operation{
Name: opCreateScript,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &CreateScriptInput{}
}
output = &CreateScriptOutput{}
req = c.newRequest(op, input, output)
return
}
// CreateScript API operation for Amazon GameLift.
//
// Creates a new script record for your Realtime Servers script. Realtime scripts
// are JavaScript that provide configuration settings and optional custom game
// logic for your game. The script is deployed when you create a Realtime Servers
// fleet to host your game sessions. Script logic is executed during an active
// game session.
//
// To create a new script record, specify a script name and provide the script
// file(s). The script files and all dependencies must be zipped into a single
// file. You can pull the zip file from either of these locations:
//
// * A locally available directory. Use the ZipFile parameter for this option.
//
// * An Amazon Simple Storage Service (Amazon S3) bucket under your AWS account.
// Use the StorageLocation parameter for this option. You'll need to have
// an Identity Access Management (IAM) role that allows the Amazon GameLift
// service to access your S3 bucket.
//
// If the call is successful, a new script record is created with a unique script
// ID. If the script file is provided as a local file, the file is uploaded
// to an Amazon GameLift-owned S3 bucket and the script record's storage location
// reflects this location. If the script file is provided as an S3 bucket, Amazon
// GameLift accesses the file at this storage location as needed for deployment.
//
// Learn more
//
// Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)
//
// Set Up a Role for Amazon GameLift Access (https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html)
//
// Related operations
//
// * CreateScript
//
// * ListScripts
//
// * DescribeScript
//
// * UpdateScript
//
// * DeleteScript
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation CreateScript for usage and error information.
//
// Returned Error 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript
func (c *GameLift) CreateScript(input *CreateScriptInput) (*CreateScriptOutput, error) {
req, out := c.CreateScriptRequest(input)
return out, req.Send()
}
// CreateScriptWithContext is the same as CreateScript with the addition of
// the ability to pass a context and additional request options.
//
// See CreateScript for details on how to use this API operation.
//
// The context must be non-nil and will be used for request cancellation. If
// the context is nil a panic will occur. In the future the SDK may create
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
// for more information on using Contexts.
func (c *GameLift) CreateScriptWithContext(ctx aws.Context, input *CreateScriptInput, opts ...request.Option) (*CreateScriptOutput, error) {
req, out := c.CreateScriptRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opCreateVpcPeeringAuthorization = "CreateVpcPeeringAuthorization"
// CreateVpcPeeringAuthorizationRequest generates a "aws/request.Request" representing the
// client's request for the CreateVpcPeeringAuthorization operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See CreateVpcPeeringAuthorization for more information on using the CreateVpcPeeringAuthorization
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the CreateVpcPeeringAuthorizationRequest method.
// req, resp := client.CreateVpcPeeringAuthorizationRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization
func (c *GameLift) CreateVpcPeeringAuthorizationRequest(input *CreateVpcPeeringAuthorizationInput) (req *request.Request, output *CreateVpcPeeringAuthorizationOutput) {
op := &request.Operation{
Name: opCreateVpcPeeringAuthorization,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &CreateVpcPeeringAuthorizationInput{}
}
output = &CreateVpcPeeringAuthorizationOutput{}
req = c.newRequest(op, input, output)
return
}
// CreateVpcPeeringAuthorization API operation for Amazon GameLift.
//
// Requests authorization to create or delete a peer connection between the
// VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your
// AWS account. VPC peering enables the game servers on your fleet to communicate
// directly with other AWS resources. Once you've received authorization, call
// CreateVpcPeeringConnection to establish the peering connection. For more
// information, see VPC Peering with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
//
// You can peer with VPCs that are owned by any AWS account you have access
// to, including the account that you use to manage your Amazon GameLift fleets.
// You cannot peer with VPCs that are in different regions.
//
// To request authorization to create a connection, call this operation from
// the AWS account with the VPC that you want to peer to your Amazon GameLift
// fleet. For example, to enable your game servers to retrieve data from a DynamoDB
// table, use the account that manages that DynamoDB resource. Identify the
// following values: (1) The ID of the VPC that you want to peer with, and (2)
// the ID of the AWS account that you use to manage Amazon GameLift. If successful,
// VPC peering is authorized for the specified VPC.
//
// To request authorization to delete a connection, call this operation from
// the AWS account with the VPC that is peered with your Amazon GameLift fleet.
// Identify the following values: (1) VPC ID that you want to delete the peering
// connection for, and (2) ID of the AWS account that you use to manage Amazon
// GameLift.
//
// The authorization remains valid for 24 hours unless it is canceled by a call
// to DeleteVpcPeeringAuthorization. You must create or delete the peering connection
// while the authorization is valid.
//
// * CreateVpcPeeringAuthorization
//
// * DescribeVpcPeeringAuthorizations
//
// * DeleteVpcPeeringAuthorization
//
// * CreateVpcPeeringConnection
//
// * DescribeVpcPeeringConnections
//
// * DeleteVpcPeeringConnection
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation CreateVpcPeeringAuthorization for usage and error information.
//
// Returned Error 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization
func (c *GameLift) CreateVpcPeeringAuthorization(input *CreateVpcPeeringAuthorizationInput) (*CreateVpcPeeringAuthorizationOutput, error) {
req, out := c.CreateVpcPeeringAuthorizationRequest(input)
return out, req.Send()
}
// CreateVpcPeeringAuthorizationWithContext is the same as CreateVpcPeeringAuthorization with the addition of
// the ability to pass a context and additional request options.
//
// See CreateVpcPeeringAuthorization for details on how to use this API operation.
//
// The context must be non-nil and will be used for request cancellation. If
// the context is nil a panic will occur. In the future the SDK may create
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
// for more information on using Contexts.
func (c *GameLift) CreateVpcPeeringAuthorizationWithContext(ctx aws.Context, input *CreateVpcPeeringAuthorizationInput, opts ...request.Option) (*CreateVpcPeeringAuthorizationOutput, error) {
req, out := c.CreateVpcPeeringAuthorizationRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opCreateVpcPeeringConnection = "CreateVpcPeeringConnection"
// CreateVpcPeeringConnectionRequest generates a "aws/request.Request" representing the
// client's request for the CreateVpcPeeringConnection operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See CreateVpcPeeringConnection for more information on using the CreateVpcPeeringConnection
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the CreateVpcPeeringConnectionRequest method.
// req, resp := client.CreateVpcPeeringConnectionRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection
func (c *GameLift) CreateVpcPeeringConnectionRequest(input *CreateVpcPeeringConnectionInput) (req *request.Request, output *CreateVpcPeeringConnectionOutput) {
op := &request.Operation{
Name: opCreateVpcPeeringConnection,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &CreateVpcPeeringConnectionInput{}
}
output = &CreateVpcPeeringConnectionOutput{}
req = c.newRequest(op, input, output)
req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler)
return
}
// CreateVpcPeeringConnection API operation for Amazon GameLift.
//
// Establishes a VPC peering connection between a virtual private cloud (VPC)
// in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering
// enables the game servers on your fleet to communicate directly with other
// AWS resources. You can peer with VPCs in any AWS account that you have access
// to, including the account that you use to manage your Amazon GameLift fleets.
// You cannot peer with VPCs that are in different regions. For more information,
// see VPC Peering with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
//
// Before calling this operation to establish the peering connection, you first
// need to call CreateVpcPeeringAuthorization and identify the VPC you want
// to peer with. Once the authorization for the specified VPC is issued, you
// have 24 hours to establish the connection. These two operations handle all
// tasks necessary to peer the two VPCs, including acceptance, updating routing
// tables, etc.
//
// To establish the connection, call this operation from the AWS account that
// is used to manage the Amazon GameLift fleets. Identify the following values:
// (1) The ID of the fleet you want to be enable a VPC peering connection for;
// (2) The AWS account with the VPC that you want to peer with; and (3) The
// ID of the VPC you want to peer with. This operation is asynchronous. If successful,
// a VpcPeeringConnection request is created. You can use continuous polling
// to track the request's status using DescribeVpcPeeringConnections, or by
// monitoring fleet events for success or failure using DescribeFleetEvents.
//
// * CreateVpcPeeringAuthorization
//
// * DescribeVpcPeeringAuthorizations
//
// * DeleteVpcPeeringAuthorization
//
// * CreateVpcPeeringConnection
//
// * DescribeVpcPeeringConnections
//
// * DeleteVpcPeeringConnection
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation CreateVpcPeeringConnection for usage and error information.
//
// Returned Error 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection
func (c *GameLift) CreateVpcPeeringConnection(input *CreateVpcPeeringConnectionInput) (*CreateVpcPeeringConnectionOutput, error) {
req, out := c.CreateVpcPeeringConnectionRequest(input)
return out, req.Send()
}
// CreateVpcPeeringConnectionWithContext is the same as CreateVpcPeeringConnection with the addition of
// the ability to pass a context and additional request options.
//
// See CreateVpcPeeringConnection for details on how to use this API operation.
//
// The context must be non-nil and will be used for request cancellation. If
// the context is nil a panic will occur. In the future the SDK may create
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
// for more information on using Contexts.
func (c *GameLift) CreateVpcPeeringConnectionWithContext(ctx aws.Context, input *CreateVpcPeeringConnectionInput, opts ...request.Option) (*CreateVpcPeeringConnectionOutput, error) {
req, out := c.CreateVpcPeeringConnectionRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opDeleteAlias = "DeleteAlias"
// DeleteAliasRequest generates a "aws/request.Request" representing the
// client's request for the DeleteAlias operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See DeleteAlias for more information on using the DeleteAlias
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the DeleteAliasRequest method.
// req, resp := client.DeleteAliasRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias
func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput) {
op := &request.Operation{
Name: opDeleteAlias,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DeleteAliasInput{}
}
output = &DeleteAliasOutput{}
req = c.newRequest(op, input, output)
req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler)
return
}
// DeleteAlias API operation for Amazon GameLift.
//
// Deletes an alias. This action removes all record of the alias. Game clients
// attempting to access a server process using the deleted alias receive an
// error. To delete an alias, specify the alias ID to be deleted.
//
// * CreateAlias
//
// * ListAliases
//
// * DescribeAlias
//
// * UpdateAlias
//
// * DeleteAlias
//
// * ResolveAlias
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation DeleteAlias for usage and error information.
//
// Returned Error 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias
func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error) {
req, out := c.DeleteAliasRequest(input)
return out, req.Send()
}
// 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 (c *GameLift) DeleteAliasWithContext(ctx aws.Context, input *DeleteAliasInput, opts ...request.Option) (*DeleteAliasOutput, error) {
req, out := c.DeleteAliasRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opDeleteBuild = "DeleteBuild"
// DeleteBuildRequest generates a "aws/request.Request" representing the
// client's request for the DeleteBuild operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See DeleteBuild for more information on using the DeleteBuild
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the DeleteBuildRequest method.
// req, resp := client.DeleteBuildRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild
func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Request, output *DeleteBuildOutput) {
op := &request.Operation{
Name: opDeleteBuild,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DeleteBuildInput{}
}
output = &DeleteBuildOutput{}
req = c.newRequest(op, input, output)
req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler)
return
}
// DeleteBuild API operation for Amazon GameLift.
//
// Deletes a build. This action permanently deletes the build record and any
// uploaded build files.
//
// To delete a build, specify its ID. Deleting a build does not affect the status
// of any active fleets using the build, but you can no longer create new fleets
// with the deleted build.
//
// Learn more
//
// Working with Builds (https://docs.aws.amazon.com/gamelift/latest/developerguide/build-intro.html)
//
// Related operations
//
// * CreateBuild
//
// * ListBuilds
//
// * DescribeBuild
//
// * UpdateBuild
//
// * DeleteBuild
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation DeleteBuild for usage and error information.
//
// Returned Error 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild
func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error) {
req, out := c.DeleteBuildRequest(input)
return out, req.Send()
}
// 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 (c *GameLift) DeleteBuildWithContext(ctx aws.Context, input *DeleteBuildInput, opts ...request.Option) (*DeleteBuildOutput, error) {
req, out := c.DeleteBuildRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opDeleteFleet = "DeleteFleet"
// DeleteFleetRequest generates a "aws/request.Request" representing the
// client's request for the DeleteFleet operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See DeleteFleet for more information on using the DeleteFleet
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the DeleteFleetRequest method.
// req, resp := client.DeleteFleetRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet
func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Request, output *DeleteFleetOutput) {
op := &request.Operation{
Name: opDeleteFleet,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DeleteFleetInput{}
}
output = &DeleteFleetOutput{}
req = c.newRequest(op, input, output)
req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler)
return
}
// DeleteFleet API operation for Amazon GameLift.
//
// Deletes everything related to a fleet. Before deleting a fleet, you must
// set the fleet's desired capacity to zero. See UpdateFleetCapacity.
//
// If the fleet being deleted has a VPC peering connection, you first need to
// get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization.
// You do not need to explicitly delete the VPC peering connection--this is
// done as part of the delete fleet process.
//
// This action removes the fleet's resources and the fleet record. Once a fleet
// is deleted, you can no longer use that fleet.
//
// Learn more
//
// Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
//
// Related operations
//
// * CreateFleet
//
// * ListFleets
//
// * DeleteFleet
//
// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings
// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits
// DescribeFleetEvents
//
// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings
// UpdateRuntimeConfiguration
//
// * Manage fleet actions: StartFleetActions StopFleetActions
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet
func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error) {
req, out := c.DeleteFleetRequest(input)
return out, req.Send()
}
// 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 (c *GameLift) DeleteFleetWithContext(ctx aws.Context, input *DeleteFleetInput, opts ...request.Option) (*DeleteFleetOutput, error) {
req, out := c.DeleteFleetRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opDeleteGameSessionQueue = "DeleteGameSessionQueue"
// DeleteGameSessionQueueRequest generates a "aws/request.Request" representing the
// client's request for the DeleteGameSessionQueue operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See DeleteGameSessionQueue for more information on using the DeleteGameSessionQueue
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the DeleteGameSessionQueueRequest method.
// req, resp := client.DeleteGameSessionQueueRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue
func (c *GameLift) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueInput) (req *request.Request, output *DeleteGameSessionQueueOutput) {
op := &request.Operation{
Name: opDeleteGameSessionQueue,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DeleteGameSessionQueueInput{}
}
output = &DeleteGameSessionQueueOutput{}
req = c.newRequest(op, input, output)
req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler)
return
}
// 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.
//
// * CreateGameSessionQueue
//
// * DescribeGameSessionQueues
//
// * UpdateGameSessionQueue
//
// * DeleteGameSessionQueue
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation DeleteGameSessionQueue for usage and error information.
//
// Returned Error 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue
func (c *GameLift) DeleteGameSessionQueue(input *DeleteGameSessionQueueInput) (*DeleteGameSessionQueueOutput, error) {
req, out := c.DeleteGameSessionQueueRequest(input)
return out, req.Send()
}
// 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 (c *GameLift) DeleteGameSessionQueueWithContext(ctx aws.Context, input *DeleteGameSessionQueueInput, opts ...request.Option) (*DeleteGameSessionQueueOutput, error) {
req, out := c.DeleteGameSessionQueueRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opDeleteMatchmakingConfiguration = "DeleteMatchmakingConfiguration"
// DeleteMatchmakingConfigurationRequest generates a "aws/request.Request" representing the
// client's request for the DeleteMatchmakingConfiguration operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See DeleteMatchmakingConfiguration for more information on using the DeleteMatchmakingConfiguration
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the DeleteMatchmakingConfigurationRequest method.
// req, resp := client.DeleteMatchmakingConfigurationRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration
func (c *GameLift) DeleteMatchmakingConfigurationRequest(input *DeleteMatchmakingConfigurationInput) (req *request.Request, output *DeleteMatchmakingConfigurationOutput) {
op := &request.Operation{
Name: opDeleteMatchmakingConfiguration,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DeleteMatchmakingConfigurationInput{}
}
output = &DeleteMatchmakingConfigurationOutput{}
req = c.newRequest(op, input, output)
req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler)
return
}
// DeleteMatchmakingConfiguration API operation for Amazon GameLift.
//
// Permanently removes a FlexMatch matchmaking configuration. To delete, specify
// the configuration name. A matchmaking configuration cannot be deleted if
// it is being used in any active matchmaking tickets.
//
// Related operations
//
// * CreateMatchmakingConfiguration
//
// * DescribeMatchmakingConfigurations
//
// * UpdateMatchmakingConfiguration
//
// * DeleteMatchmakingConfiguration
//
// * CreateMatchmakingRuleSet
//
// * DescribeMatchmakingRuleSets
//
// * ValidateMatchmakingRuleSet
//
// * DeleteMatchmakingRuleSet
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation DeleteMatchmakingConfiguration for usage and error information.
//
// Returned Error Codes:
// * 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.
//
// * ErrCodeUnsupportedRegionException "UnsupportedRegionException"
// The requested operation is not supported in the region specified.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration
func (c *GameLift) DeleteMatchmakingConfiguration(input *DeleteMatchmakingConfigurationInput) (*DeleteMatchmakingConfigurationOutput, error) {
req, out := c.DeleteMatchmakingConfigurationRequest(input)
return out, req.Send()
}
// DeleteMatchmakingConfigurationWithContext is the same as DeleteMatchmakingConfiguration with the addition of
// the ability to pass a context and additional request options.
//
// See DeleteMatchmakingConfiguration for details on how to use this API operation.
//
// The context must be non-nil and will be used for request cancellation. If
// the context is nil a panic will occur. In the future the SDK may create
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
// for more information on using Contexts.
func (c *GameLift) DeleteMatchmakingConfigurationWithContext(ctx aws.Context, input *DeleteMatchmakingConfigurationInput, opts ...request.Option) (*DeleteMatchmakingConfigurationOutput, error) {
req, out := c.DeleteMatchmakingConfigurationRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opDeleteMatchmakingRuleSet = "DeleteMatchmakingRuleSet"
// DeleteMatchmakingRuleSetRequest generates a "aws/request.Request" representing the
// client's request for the DeleteMatchmakingRuleSet operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See DeleteMatchmakingRuleSet for more information on using the DeleteMatchmakingRuleSet
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the DeleteMatchmakingRuleSetRequest method.
// req, resp := client.DeleteMatchmakingRuleSetRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSet
func (c *GameLift) DeleteMatchmakingRuleSetRequest(input *DeleteMatchmakingRuleSetInput) (req *request.Request, output *DeleteMatchmakingRuleSetOutput) {
op := &request.Operation{
Name: opDeleteMatchmakingRuleSet,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DeleteMatchmakingRuleSetInput{}
}
output = &DeleteMatchmakingRuleSetOutput{}
req = c.newRequest(op, input, output)
req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler)
return
}
// DeleteMatchmakingRuleSet API operation for Amazon GameLift.
//
// Deletes an existing matchmaking rule set. To delete the rule set, provide
// the rule set name. Rule sets cannot be deleted if they are currently being
// used by a matchmaking configuration.
//
// Learn more
//
// * Build a Rule Set (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html)
//
// Related operations
//
// * CreateMatchmakingConfiguration
//
// * DescribeMatchmakingConfigurations
//
// * UpdateMatchmakingConfiguration
//
// * DeleteMatchmakingConfiguration
//
// * CreateMatchmakingRuleSet
//
// * DescribeMatchmakingRuleSets
//
// * ValidateMatchmakingRuleSet
//
// * DeleteMatchmakingRuleSet
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation DeleteMatchmakingRuleSet for usage and error information.
//
// Returned Error 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.
//
// * ErrCodeUnsupportedRegionException "UnsupportedRegionException"
// The requested operation is not supported in the region specified.
//
// * ErrCodeNotFoundException "NotFoundException"
// A service resource associated with the request could not be found. Clients
// should not retry such requests.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSet
func (c *GameLift) DeleteMatchmakingRuleSet(input *DeleteMatchmakingRuleSetInput) (*DeleteMatchmakingRuleSetOutput, error) {
req, out := c.DeleteMatchmakingRuleSetRequest(input)
return out, req.Send()
}
// DeleteMatchmakingRuleSetWithContext is the same as DeleteMatchmakingRuleSet with the addition of
// the ability to pass a context and additional request options.
//
// See DeleteMatchmakingRuleSet for details on how to use this API operation.
//
// The context must be non-nil and will be used for request cancellation. If
// the context is nil a panic will occur. In the future the SDK may create
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
// for more information on using Contexts.
func (c *GameLift) DeleteMatchmakingRuleSetWithContext(ctx aws.Context, input *DeleteMatchmakingRuleSetInput, opts ...request.Option) (*DeleteMatchmakingRuleSetOutput, error) {
req, out := c.DeleteMatchmakingRuleSetRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opDeleteScalingPolicy = "DeleteScalingPolicy"
// DeleteScalingPolicyRequest generates a "aws/request.Request" representing the
// client's request for the DeleteScalingPolicy operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See DeleteScalingPolicy for more information on using the DeleteScalingPolicy
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the DeleteScalingPolicyRequest method.
// req, resp := client.DeleteScalingPolicyRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy
func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput) {
op := &request.Operation{
Name: opDeleteScalingPolicy,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DeleteScalingPolicyInput{}
}
output = &DeleteScalingPolicyOutput{}
req = c.newRequest(op, input, output)
req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler)
return
}
// DeleteScalingPolicy API operation for Amazon GameLift.
//
// Deletes a fleet scaling policy. This action means that the policy is no longer
// in force and removes all record of it. To delete a scaling policy, specify
// both the scaling policy name and the fleet ID it is associated with.
//
// To temporarily suspend scaling policies, call StopFleetActions. This operation
// suspends all policies for the fleet.
//
// * DescribeFleetCapacity
//
// * UpdateFleetCapacity
//
// * DescribeEC2InstanceLimits
//
// * Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies
// (auto-scaling) DeleteScalingPolicy (auto-scaling)
//
// * Manage fleet actions: StartFleetActions StopFleetActions
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation DeleteScalingPolicy for usage and error information.
//
// Returned Error 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy
func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error) {
req, out := c.DeleteScalingPolicyRequest(input)
return out, req.Send()
}
// 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 (c *GameLift) DeleteScalingPolicyWithContext(ctx aws.Context, input *DeleteScalingPolicyInput, opts ...request.Option) (*DeleteScalingPolicyOutput, error) {
req, out := c.DeleteScalingPolicyRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opDeleteScript = "DeleteScript"
// DeleteScriptRequest generates a "aws/request.Request" representing the
// client's request for the DeleteScript operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See DeleteScript for more information on using the DeleteScript
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the DeleteScriptRequest method.
// req, resp := client.DeleteScriptRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScript
func (c *GameLift) DeleteScriptRequest(input *DeleteScriptInput) (req *request.Request, output *DeleteScriptOutput) {
op := &request.Operation{
Name: opDeleteScript,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DeleteScriptInput{}
}
output = &DeleteScriptOutput{}
req = c.newRequest(op, input, output)
req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler)
return
}
// DeleteScript API operation for Amazon GameLift.
//
// Deletes a Realtime script. This action permanently deletes the script record.
// If script files were uploaded, they are also deleted (files stored in an
// S3 bucket are not deleted).
//
// To delete a script, specify the script ID. Before deleting a script, be sure
// to terminate all fleets that are deployed with the script being deleted.
// Fleet instances periodically check for script updates, and if the script
// record no longer exists, the instance will go into an error state and be
// unable to host game sessions.
//
// Learn more
//
// Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)
//
// Related operations
//
// * CreateScript
//
// * ListScripts
//
// * DescribeScript
//
// * UpdateScript
//
// * DeleteScript
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation DeleteScript for usage and error information.
//
// Returned Error Codes:
// * 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.
//
// * ErrCodeInternalServiceException "InternalServiceException"
// The service encountered an unrecoverable internal failure while processing
// the request. Clients can retry such requests immediately or after a waiting
// period.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScript
func (c *GameLift) DeleteScript(input *DeleteScriptInput) (*DeleteScriptOutput, error) {
req, out := c.DeleteScriptRequest(input)
return out, req.Send()
}
// DeleteScriptWithContext is the same as DeleteScript with the addition of
// the ability to pass a context and additional request options.
//
// See DeleteScript for details on how to use this API operation.
//
// The context must be non-nil and will be used for request cancellation. If
// the context is nil a panic will occur. In the future the SDK may create
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
// for more information on using Contexts.
func (c *GameLift) DeleteScriptWithContext(ctx aws.Context, input *DeleteScriptInput, opts ...request.Option) (*DeleteScriptOutput, error) {
req, out := c.DeleteScriptRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opDeleteVpcPeeringAuthorization = "DeleteVpcPeeringAuthorization"
// DeleteVpcPeeringAuthorizationRequest generates a "aws/request.Request" representing the
// client's request for the DeleteVpcPeeringAuthorization operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See DeleteVpcPeeringAuthorization for more information on using the DeleteVpcPeeringAuthorization
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the DeleteVpcPeeringAuthorizationRequest method.
// req, resp := client.DeleteVpcPeeringAuthorizationRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization
func (c *GameLift) DeleteVpcPeeringAuthorizationRequest(input *DeleteVpcPeeringAuthorizationInput) (req *request.Request, output *DeleteVpcPeeringAuthorizationOutput) {
op := &request.Operation{
Name: opDeleteVpcPeeringAuthorization,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DeleteVpcPeeringAuthorizationInput{}
}
output = &DeleteVpcPeeringAuthorizationOutput{}
req = c.newRequest(op, input, output)
req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler)
return
}
// DeleteVpcPeeringAuthorization API operation for Amazon GameLift.
//
// Cancels a pending VPC peering authorization for the specified VPC. If you
// need to delete an existing VPC peering connection, call DeleteVpcPeeringConnection.
//
// * CreateVpcPeeringAuthorization
//
// * DescribeVpcPeeringAuthorizations
//
// * DeleteVpcPeeringAuthorization
//
// * CreateVpcPeeringConnection
//
// * DescribeVpcPeeringConnections
//
// * DeleteVpcPeeringConnection
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation DeleteVpcPeeringAuthorization for usage and error information.
//
// Returned Error 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization
func (c *GameLift) DeleteVpcPeeringAuthorization(input *DeleteVpcPeeringAuthorizationInput) (*DeleteVpcPeeringAuthorizationOutput, error) {
req, out := c.DeleteVpcPeeringAuthorizationRequest(input)
return out, req.Send()
}
// DeleteVpcPeeringAuthorizationWithContext is the same as DeleteVpcPeeringAuthorization with the addition of
// the ability to pass a context and additional request options.
//
// See DeleteVpcPeeringAuthorization for details on how to use this API operation.
//
// The context must be non-nil and will be used for request cancellation. If
// the context is nil a panic will occur. In the future the SDK may create
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
// for more information on using Contexts.
func (c *GameLift) DeleteVpcPeeringAuthorizationWithContext(ctx aws.Context, input *DeleteVpcPeeringAuthorizationInput, opts ...request.Option) (*DeleteVpcPeeringAuthorizationOutput, error) {
req, out := c.DeleteVpcPeeringAuthorizationRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opDeleteVpcPeeringConnection = "DeleteVpcPeeringConnection"
// DeleteVpcPeeringConnectionRequest generates a "aws/request.Request" representing the
// client's request for the DeleteVpcPeeringConnection operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See DeleteVpcPeeringConnection for more information on using the DeleteVpcPeeringConnection
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the DeleteVpcPeeringConnectionRequest method.
// req, resp := client.DeleteVpcPeeringConnectionRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection
func (c *GameLift) DeleteVpcPeeringConnectionRequest(input *DeleteVpcPeeringConnectionInput) (req *request.Request, output *DeleteVpcPeeringConnectionOutput) {
op := &request.Operation{
Name: opDeleteVpcPeeringConnection,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DeleteVpcPeeringConnectionInput{}
}
output = &DeleteVpcPeeringConnectionOutput{}
req = c.newRequest(op, input, output)
req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler)
return
}
// DeleteVpcPeeringConnection API operation for Amazon GameLift.
//
// Removes a VPC peering connection. To delete the connection, you must have
// a valid authorization for the VPC peering connection that you want to delete.
// You can check for an authorization by calling DescribeVpcPeeringAuthorizations
// or request a new one using CreateVpcPeeringAuthorization.
//
// Once a valid authorization exists, call this operation from the AWS account
// that is used to manage the Amazon GameLift fleets. Identify the connection
// to delete by the connection ID and fleet ID. If successful, the connection
// is removed.
//
// * CreateVpcPeeringAuthorization
//
// * DescribeVpcPeeringAuthorizations
//
// * DeleteVpcPeeringAuthorization
//
// * CreateVpcPeeringConnection
//
// * DescribeVpcPeeringConnections
//
// * DeleteVpcPeeringConnection
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation DeleteVpcPeeringConnection for usage and error information.
//
// Returned Error 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection
func (c *GameLift) DeleteVpcPeeringConnection(input *DeleteVpcPeeringConnectionInput) (*DeleteVpcPeeringConnectionOutput, error) {
req, out := c.DeleteVpcPeeringConnectionRequest(input)
return out, req.Send()
}
// DeleteVpcPeeringConnectionWithContext is the same as DeleteVpcPeeringConnection with the addition of
// the ability to pass a context and additional request options.
//
// See DeleteVpcPeeringConnection for details on how to use this API operation.
//
// The context must be non-nil and will be used for request cancellation. If
// the context is nil a panic will occur. In the future the SDK may create
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
// for more information on using Contexts.
func (c *GameLift) DeleteVpcPeeringConnectionWithContext(ctx aws.Context, input *DeleteVpcPeeringConnectionInput, opts ...request.Option) (*DeleteVpcPeeringConnectionOutput, error) {
req, out := c.DeleteVpcPeeringConnectionRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opDescribeAlias = "DescribeAlias"
// DescribeAliasRequest generates a "aws/request.Request" representing the
// client's request for the DescribeAlias operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See DescribeAlias for more information on using the DescribeAlias
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the DescribeAliasRequest method.
// req, resp := client.DescribeAliasRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias
func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request.Request, output *DescribeAliasOutput) {
op := &request.Operation{
Name: opDescribeAlias,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DescribeAliasInput{}
}
output = &DescribeAliasOutput{}
req = c.newRequest(op, input, output)
return
}
// DescribeAlias API operation for Amazon GameLift.
//
// Retrieves properties for an alias. This operation returns all alias metadata
// and settings. To get an alias's target fleet ID only, use ResolveAlias.
//
// To get alias properties, specify the alias ID. If successful, the requested
// alias record is returned.
//
// * CreateAlias
//
// * ListAliases
//
// * DescribeAlias
//
// * UpdateAlias
//
// * DeleteAlias
//
// * ResolveAlias
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation DescribeAlias for usage and error information.
//
// Returned Error 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias
func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error) {
req, out := c.DescribeAliasRequest(input)
return out, req.Send()
}
// 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 (c *GameLift) DescribeAliasWithContext(ctx aws.Context, input *DescribeAliasInput, opts ...request.Option) (*DescribeAliasOutput, error) {
req, out := c.DescribeAliasRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opDescribeBuild = "DescribeBuild"
// DescribeBuildRequest generates a "aws/request.Request" representing the
// client's request for the DescribeBuild operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See DescribeBuild for more information on using the DescribeBuild
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the DescribeBuildRequest method.
// req, resp := client.DescribeBuildRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild
func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request.Request, output *DescribeBuildOutput) {
op := &request.Operation{
Name: opDescribeBuild,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DescribeBuildInput{}
}
output = &DescribeBuildOutput{}
req = c.newRequest(op, input, output)
return
}
// DescribeBuild API operation for Amazon GameLift.
//
// Retrieves properties for a build. To request a build record, specify a build
// ID. If successful, an object containing the build properties is returned.
//
// Learn more
//
// Working with Builds (https://docs.aws.amazon.com/gamelift/latest/developerguide/build-intro.html)
//
// Related operations
//
// * CreateBuild
//
// * ListBuilds
//
// * DescribeBuild
//
// * UpdateBuild
//
// * DeleteBuild
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation DescribeBuild for usage and error information.
//
// Returned Error 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild
func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error) {
req, out := c.DescribeBuildRequest(input)
return out, req.Send()
}
// 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 (c *GameLift) DescribeBuildWithContext(ctx aws.Context, input *DescribeBuildInput, opts ...request.Option) (*DescribeBuildOutput, error) {
req, out := c.DescribeBuildRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opDescribeEC2InstanceLimits = "DescribeEC2InstanceLimits"
// DescribeEC2InstanceLimitsRequest generates a "aws/request.Request" representing the
// client's request for the DescribeEC2InstanceLimits operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See DescribeEC2InstanceLimits for more information on using the DescribeEC2InstanceLimits
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the DescribeEC2InstanceLimitsRequest method.
// req, resp := client.DescribeEC2InstanceLimitsRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits
func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) (req *request.Request, output *DescribeEC2InstanceLimitsOutput) {
op := &request.Operation{
Name: opDescribeEC2InstanceLimits,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DescribeEC2InstanceLimitsInput{}
}
output = &DescribeEC2InstanceLimitsOutput{}
req = c.newRequest(op, input, output)
return
}
// DescribeEC2InstanceLimits API operation for Amazon GameLift.
//
// Retrieves the following information for the specified EC2 instance type:
//
// * maximum number of instances allowed per AWS account (service limit)
//
// * current usage level for the AWS account
//
// Service limits vary depending on region. Available regions for Amazon GameLift
// can be found in the AWS Management Console for Amazon GameLift (see the drop-down
// list in the upper right corner).
//
// Learn more
//
// Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
//
// Related operations
//
// * CreateFleet
//
// * ListFleets
//
// * DeleteFleet
//
// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings
// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits
// DescribeFleetEvents
//
// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings
// UpdateRuntimeConfiguration
//
// * Manage fleet actions: StartFleetActions StopFleetActions
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits
func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error) {
req, out := c.DescribeEC2InstanceLimitsRequest(input)
return out, req.Send()
}
// 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 (c *GameLift) DescribeEC2InstanceLimitsWithContext(ctx aws.Context, input *DescribeEC2InstanceLimitsInput, opts ...request.Option) (*DescribeEC2InstanceLimitsOutput, error) {
req, out := c.DescribeEC2InstanceLimitsRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opDescribeFleetAttributes = "DescribeFleetAttributes"
// DescribeFleetAttributesRequest generates a "aws/request.Request" representing the
// client's request for the DescribeFleetAttributes operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See DescribeFleetAttributes for more information on using the DescribeFleetAttributes
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the DescribeFleetAttributesRequest method.
// req, resp := client.DescribeFleetAttributesRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes
func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) (req *request.Request, output *DescribeFleetAttributesOutput) {
op := &request.Operation{
Name: opDescribeFleetAttributes,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DescribeFleetAttributesInput{}
}
output = &DescribeFleetAttributesOutput{}
req = c.newRequest(op, input, output)
return
}
// DescribeFleetAttributes API operation for Amazon GameLift.
//
// Retrieves fleet properties, including metadata, status, and configuration,
// for one or more fleets. You can request attributes for all fleets, or specify
// a list of one or more fleet IDs. When requesting multiple fleets, use the
// pagination parameters to retrieve results as a set of sequential pages. If
// successful, a FleetAttributes object is returned for each requested fleet
// ID. When specifying a list of fleet IDs, attribute objects are returned only
// for fleets that currently exist.
//
// Some API actions may limit the number of fleet IDs allowed in one request.
// If a request exceeds this limit, the request fails and the error message
// includes the maximum allowed.
//
// Learn more
//
// Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
//
// Related operations
//
// * CreateFleet
//
// * ListFleets
//
// * DeleteFleet
//
// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings
// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits
// DescribeFleetEvents
//
// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings
// UpdateRuntimeConfiguration
//
// * Manage fleet actions: StartFleetActions StopFleetActions
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes
func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error) {
req, out := c.DescribeFleetAttributesRequest(input)
return out, req.Send()
}
// 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 (c *GameLift) DescribeFleetAttributesWithContext(ctx aws.Context, input *DescribeFleetAttributesInput, opts ...request.Option) (*DescribeFleetAttributesOutput, error) {
req, out := c.DescribeFleetAttributesRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opDescribeFleetCapacity = "DescribeFleetCapacity"
// DescribeFleetCapacityRequest generates a "aws/request.Request" representing the
// client's request for the DescribeFleetCapacity operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See DescribeFleetCapacity for more information on using the DescribeFleetCapacity
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the DescribeFleetCapacityRequest method.
// req, resp := client.DescribeFleetCapacityRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity
func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) (req *request.Request, output *DescribeFleetCapacityOutput) {
op := &request.Operation{
Name: opDescribeFleetCapacity,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DescribeFleetCapacityInput{}
}
output = &DescribeFleetCapacityOutput{}
req = c.newRequest(op, input, output)
return
}
// DescribeFleetCapacity API operation for Amazon GameLift.
//
// Retrieves the current status of fleet capacity for one or more fleets. This
// information includes the number of instances that have been requested for
// the fleet and the number currently active. You can request capacity for all
// fleets, or specify a list of one or more fleet IDs. When requesting multiple
// fleets, use the pagination parameters to retrieve results as a set of sequential
// pages. If successful, a FleetCapacity object is returned for each requested
// fleet ID. When specifying a list of fleet IDs, attribute objects are returned
// only for fleets that currently exist.
//
// Some API actions may limit the number of fleet IDs allowed in one request.
// If a request exceeds this limit, the request fails and the error message
// includes the maximum allowed.
//
// Learn more
//
// Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
//
// Related operations
//
// * CreateFleet
//
// * ListFleets
//
// * DeleteFleet
//
// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings
// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits
// DescribeFleetEvents
//
// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings
// UpdateRuntimeConfiguration
//
// * Manage fleet actions: StartFleetActions StopFleetActions
//
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
// with awserr.Error's Code and Message methods to get detailed information about
// the error.
//
// See the AWS API reference guide for Amazon GameLift's
// API operation 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.
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity
func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error) {
req, out := c.DescribeFleetCapacityRequest(input)
return out, req.Send()
}
// 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 (c *GameLift) DescribeFleetCapacityWithContext(ctx aws.Context, input *DescribeFleetCapacityInput, opts ...request.Option) (*DescribeFleetCapacityOutput, error) {
req, out := c.DescribeFleetCapacityRequest(input)
req.SetContext(ctx)
req.ApplyOptions(opts...)
return out, req.Send()
}
const opDescribeFleetEvents = "DescribeFleetEvents"
// DescribeFleetEventsRequest generates a "aws/request.Request" representing the
// client's request for the DescribeFleetEvents operation. The "output" return
// value will be populated with the request's response once the request completes
// successfully.
//
// Use "Send" method on the returned Request to send the API call to the service.
// the "output" return value is not valid until after Send returns without error.
//
// See DescribeFleetEvents for more information on using the DescribeFleetEvents
// API call, and error handling.
//
// This method is useful when you want to inject custom logic or configuration
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
//
//
// // Example sending a request using the DescribeFleetEventsRequest method.
// req, resp := client.DescribeFleetEventsRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents
func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) (req *request.Request, output *DescribeFleetEventsOutput) {
op := &request.Operation{
Name: opDescribeFleetEvents,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DescribeFleetEventsInput{}
}
output = &DescribeFleetEventsOutput{}
req = c.newRequest(op, input, output)
return
}
// DescribeFleetEvents API operation for Amazon GameLift.
//
// Retrieves entries from the specified fleet's event log. You can specify a
// time range to limit the result set. Use the pagination parameters to retrieve
// results as a set of sequential pages. If successful, a collection of event
// log entries matching the request are returned.
//
// Learn more
//
// Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
//
// Related operations