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api.go
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// THIS FILE IS AUTOMATICALLY GENERATED. DO NOT EDIT.
// Package gamelift provides a client for Amazon GameLift.
package gamelift
import (
"fmt"
"time"
"github.com/aws/aws-sdk-go/aws/awsutil"
"github.com/aws/aws-sdk-go/aws/request"
"github.com/aws/aws-sdk-go/private/protocol"
"github.com/aws/aws-sdk-go/private/protocol/jsonrpc"
)
const opCreateAlias = "CreateAlias"
// CreateAliasRequest generates a "aws/request.Request" representing the
// client's request for the CreateAlias operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the CreateAlias method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // Example sending a request using the CreateAliasRequest method.
// req, resp := client.CreateAliasRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput) {
op := &request.Operation{
Name: opCreateAlias,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &CreateAliasInput{}
}
req = c.newRequest(op, input, output)
output = &CreateAliasOutput{}
req.Data = output
return
}
// Creates an alias for a fleet. You can use an alias to anonymize your fleet
// by referencing an alias instead of a specific fleet when you create game
// sessions. Amazon GameLift supports two types of routing strategies for aliases:
// simple and terminal. Use a simple alias to point to an active fleet. Use
// a terminal alias to display a message to incoming traffic instead of routing
// players to an active fleet. This option is useful when a game server is no
// longer supported but you want to provide better messaging than a standard
// 404 error.
//
// To create a fleet alias, specify an alias name, routing strategy, and optional
// description. If successful, a new alias record is returned, including an
// alias ID, which you can reference when creating a game session. To reassign
// the alias to another fleet ID, call UpdateAlias.
func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error) {
req, out := c.CreateAliasRequest(input)
err := req.Send()
return out, err
}
const opCreateBuild = "CreateBuild"
// CreateBuildRequest generates a "aws/request.Request" representing the
// client's request for the CreateBuild operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the CreateBuild method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // Example sending a request using the CreateBuildRequest method.
// req, resp := client.CreateBuildRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput) {
op := &request.Operation{
Name: opCreateBuild,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &CreateBuildInput{}
}
req = c.newRequest(op, input, output)
output = &CreateBuildOutput{}
req.Data = output
return
}
// Initializes a new build record and generates information required to upload
// a game build to Amazon GameLift. Once the build record has been created and
// is in an INITIALIZED state, you can upload your game build.
//
// Do not use this API action unless you are using your own Amazon Simple
// Storage Service (Amazon S3) client and need to manually upload your build
// files. Instead, to create a build, use the CLI command upload-build, which
// creates a new build record and uploads the build files in one step. (See
// the Amazon GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/)
// for more details on the CLI and the upload process.)
//
// To create a new build, optionally specify a build name and version. This
// metadata is stored with other properties in the build record and is displayed
// in the GameLift console (it is not visible to players). If successful, this
// action returns the newly created build record along with the Amazon S3 storage
// location and AWS account credentials. Use the location and credentials to
// upload your game build.
func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error) {
req, out := c.CreateBuildRequest(input)
err := req.Send()
return out, err
}
const opCreateFleet = "CreateFleet"
// CreateFleetRequest generates a "aws/request.Request" representing the
// client's request for the CreateFleet operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the CreateFleet method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // Example sending a request using the CreateFleetRequest method.
// req, resp := client.CreateFleetRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput) {
op := &request.Operation{
Name: opCreateFleet,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &CreateFleetInput{}
}
req = c.newRequest(op, input, output)
output = &CreateFleetOutput{}
req.Data = output
return
}
// Creates a new fleet to run your game servers. A fleet is a set of Amazon
// Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple
// server processes to host game sessions. You configure a fleet to create instances
// with certain hardware specifications (see Amazon EC2 Instance Types (https://aws.amazon.com/ec2/instance-types/)
// for more information), and deploy a specified game build to each instance.
// A newly created fleet passes through several states; once it reaches the
// ACTIVE state, it can begin hosting game sessions.
//
// To create a new fleet, provide a fleet name, an EC2 instance type, and a
// build ID of the game build to deploy. You can also configure the new fleet
// with the following settings: (1) a runtime configuration describing what
// server processes to run on each instance in the fleet (required to create
// fleet), (2) access permissions for inbound traffic, (3) fleet-wide game session
// protection, and (4) the location of default log files for GameLift to upload
// and store.
//
// If the CreateFleet call is successful, Amazon GameLift performs the following
// tasks:
//
// Creates a fleet record and sets the state to NEW (followed by other states
// as the fleet is activated). Sets the fleet's capacity to 1 "desired", which
// causes GameLift to start one new EC2 instance. Starts launching server processes
// on the instance. If the fleet is configured to run multiple server processes
// per instance, GameLift staggers each launch by a few seconds. Begins writing
// events to the fleet event log, which can be accessed in the GameLift console.
// Sets the fleet's status to ACTIVE once one server process in the fleet is
// ready to host a game session. After a fleet is created, use the following
// actions to change fleet properties and configuration:
//
// UpdateFleetAttributes -- Update fleet metadata, including name and description.
// UpdateFleetCapacity -- Increase or decrease the number of instances you
// want the fleet to maintain. UpdateFleetPortSettings -- Change the IP address
// and port ranges that allow access to incoming traffic. UpdateRuntimeConfiguration
// -- Change how server processes are launched in the fleet, including launch
// path, launch parameters, and the number of concurrent processes.
func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error) {
req, out := c.CreateFleetRequest(input)
err := req.Send()
return out, err
}
const opCreateGameSession = "CreateGameSession"
// CreateGameSessionRequest generates a "aws/request.Request" representing the
// client's request for the CreateGameSession operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the CreateGameSession method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // Example sending a request using the CreateGameSessionRequest method.
// req, resp := client.CreateGameSessionRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput) {
op := &request.Operation{
Name: opCreateGameSession,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &CreateGameSessionInput{}
}
req = c.newRequest(op, input, output)
output = &CreateGameSessionOutput{}
req.Data = output
return
}
// Creates a multiplayer game session for players. This action creates a game
// session record and assigns the new session to an instance in the specified
// fleet, which initializes a new server process to host the game session. A
// fleet must be in an ACTIVE state before a game session can be created in
// it.
//
// To create a game session, specify either a fleet ID or an alias ID and indicate
// the maximum number of players the game session allows. You can also provide
// a name and a set of properties for your game (optional). If successful, a
// GameSession object is returned containing session properties, including an
// IP address. By default, newly created game sessions are set to accept adding
// any new players to the game session. Use UpdateGameSession to change the
// creation policy.
func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error) {
req, out := c.CreateGameSessionRequest(input)
err := req.Send()
return out, err
}
const opCreatePlayerSession = "CreatePlayerSession"
// CreatePlayerSessionRequest generates a "aws/request.Request" representing the
// client's request for the CreatePlayerSession operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the CreatePlayerSession method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // Example sending a request using the CreatePlayerSessionRequest method.
// req, resp := client.CreatePlayerSessionRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput) {
op := &request.Operation{
Name: opCreatePlayerSession,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &CreatePlayerSessionInput{}
}
req = c.newRequest(op, input, output)
output = &CreatePlayerSessionOutput{}
req.Data = output
return
}
// Adds a player to a game session and creates a player session record. A game
// session must be in an ACTIVE state, have a creation policy of ALLOW_ALL,
// and have an open player slot before players can be added to the session.
//
// To create a player session, specify a game session ID and player ID. If
// successful, the player is added to the game session and a new PlayerSession
// object is returned.
func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error) {
req, out := c.CreatePlayerSessionRequest(input)
err := req.Send()
return out, err
}
const opCreatePlayerSessions = "CreatePlayerSessions"
// CreatePlayerSessionsRequest generates a "aws/request.Request" representing the
// client's request for the CreatePlayerSessions operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the CreatePlayerSessions method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // Example sending a request using the CreatePlayerSessionsRequest method.
// req, resp := client.CreatePlayerSessionsRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput) {
op := &request.Operation{
Name: opCreatePlayerSessions,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &CreatePlayerSessionsInput{}
}
req = c.newRequest(op, input, output)
output = &CreatePlayerSessionsOutput{}
req.Data = output
return
}
// Adds a group of players to a game session. Similar to CreatePlayerSession,
// this action allows you to add multiple players in a single call, which is
// useful for games that provide party and/or matchmaking features. A game session
// must be in an ACTIVE state, have a creation policy of ALLOW_ALL, and have
// an open player slot before players can be added to the session.
//
// To create player sessions, specify a game session ID and a list of player
// IDs. If successful, the players are added to the game session and a set of
// new PlayerSession objects is returned.
func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error) {
req, out := c.CreatePlayerSessionsRequest(input)
err := req.Send()
return out, err
}
const opDeleteAlias = "DeleteAlias"
// DeleteAliasRequest generates a "aws/request.Request" representing the
// client's request for the DeleteAlias operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DeleteAlias method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // Example sending a request using the DeleteAliasRequest method.
// req, resp := client.DeleteAliasRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput) {
op := &request.Operation{
Name: opDeleteAlias,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DeleteAliasInput{}
}
req = c.newRequest(op, input, output)
req.Handlers.Unmarshal.Remove(jsonrpc.UnmarshalHandler)
req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler)
output = &DeleteAliasOutput{}
req.Data = output
return
}
// 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.
func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error) {
req, out := c.DeleteAliasRequest(input)
err := req.Send()
return out, err
}
const opDeleteBuild = "DeleteBuild"
// DeleteBuildRequest generates a "aws/request.Request" representing the
// client's request for the DeleteBuild operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DeleteBuild method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // Example sending a request using the DeleteBuildRequest method.
// req, resp := client.DeleteBuildRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Request, output *DeleteBuildOutput) {
op := &request.Operation{
Name: opDeleteBuild,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DeleteBuildInput{}
}
req = c.newRequest(op, input, output)
req.Handlers.Unmarshal.Remove(jsonrpc.UnmarshalHandler)
req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler)
output = &DeleteBuildOutput{}
req.Data = output
return
}
// 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.
func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error) {
req, out := c.DeleteBuildRequest(input)
err := req.Send()
return out, err
}
const opDeleteFleet = "DeleteFleet"
// DeleteFleetRequest generates a "aws/request.Request" representing the
// client's request for the DeleteFleet operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DeleteFleet method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // Example sending a request using the DeleteFleetRequest method.
// req, resp := client.DeleteFleetRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Request, output *DeleteFleetOutput) {
op := &request.Operation{
Name: opDeleteFleet,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DeleteFleetInput{}
}
req = c.newRequest(op, input, output)
req.Handlers.Unmarshal.Remove(jsonrpc.UnmarshalHandler)
req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler)
output = &DeleteFleetOutput{}
req.Data = output
return
}
// Deletes everything related to a fleet. Before deleting a fleet, you must
// set the fleet's desired capacity to zero. See UpdateFleetCapacity.
//
// This action removes the fleet's resources and the fleet record. Once a fleet
// is deleted, you can no longer use that fleet.
func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error) {
req, out := c.DeleteFleetRequest(input)
err := req.Send()
return out, err
}
const opDeleteScalingPolicy = "DeleteScalingPolicy"
// DeleteScalingPolicyRequest generates a "aws/request.Request" representing the
// client's request for the DeleteScalingPolicy operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DeleteScalingPolicy method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // Example sending a request using the DeleteScalingPolicyRequest method.
// req, resp := client.DeleteScalingPolicyRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput) {
op := &request.Operation{
Name: opDeleteScalingPolicy,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DeleteScalingPolicyInput{}
}
req = c.newRequest(op, input, output)
req.Handlers.Unmarshal.Remove(jsonrpc.UnmarshalHandler)
req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler)
output = &DeleteScalingPolicyOutput{}
req.Data = output
return
}
// 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.
func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error) {
req, out := c.DeleteScalingPolicyRequest(input)
err := req.Send()
return out, err
}
const opDescribeAlias = "DescribeAlias"
// DescribeAliasRequest generates a "aws/request.Request" representing the
// client's request for the DescribeAlias operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeAlias method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // Example sending a request using the DescribeAliasRequest method.
// req, resp := client.DescribeAliasRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request.Request, output *DescribeAliasOutput) {
op := &request.Operation{
Name: opDescribeAlias,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DescribeAliasInput{}
}
req = c.newRequest(op, input, output)
output = &DescribeAliasOutput{}
req.Data = output
return
}
// Retrieves properties for a specified alias. To get the alias, specify an
// alias ID. If successful, an Alias object is returned.
func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error) {
req, out := c.DescribeAliasRequest(input)
err := req.Send()
return out, err
}
const opDescribeBuild = "DescribeBuild"
// DescribeBuildRequest generates a "aws/request.Request" representing the
// client's request for the DescribeBuild operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeBuild method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // Example sending a request using the DescribeBuildRequest method.
// req, resp := client.DescribeBuildRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request.Request, output *DescribeBuildOutput) {
op := &request.Operation{
Name: opDescribeBuild,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DescribeBuildInput{}
}
req = c.newRequest(op, input, output)
output = &DescribeBuildOutput{}
req.Data = output
return
}
// Retrieves properties for a build. To get a build record, specify a build
// ID. If successful, an object containing the build properties is returned.
func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error) {
req, out := c.DescribeBuildRequest(input)
err := req.Send()
return out, err
}
const opDescribeEC2InstanceLimits = "DescribeEC2InstanceLimits"
// DescribeEC2InstanceLimitsRequest generates a "aws/request.Request" representing the
// client's request for the DescribeEC2InstanceLimits operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeEC2InstanceLimits method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // Example sending a request using the DescribeEC2InstanceLimitsRequest method.
// req, resp := client.DescribeEC2InstanceLimitsRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) (req *request.Request, output *DescribeEC2InstanceLimitsOutput) {
op := &request.Operation{
Name: opDescribeEC2InstanceLimits,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DescribeEC2InstanceLimitsInput{}
}
req = c.newRequest(op, input, output)
output = &DescribeEC2InstanceLimitsOutput{}
req.Data = output
return
}
// Retrieves the following information for the specified EC2 instance type:
//
// maximum number of instances allowed per AWS account (service limit) current
// usage level for the AWS account Service limits vary depending on region.
// Available regions for GameLift can be found in the AWS Management Console
// for GameLift (see the drop-down list in the upper right corner).
func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error) {
req, out := c.DescribeEC2InstanceLimitsRequest(input)
err := req.Send()
return out, err
}
const opDescribeFleetAttributes = "DescribeFleetAttributes"
// DescribeFleetAttributesRequest generates a "aws/request.Request" representing the
// client's request for the DescribeFleetAttributes operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeFleetAttributes method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // Example sending a request using the DescribeFleetAttributesRequest method.
// req, resp := client.DescribeFleetAttributesRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) (req *request.Request, output *DescribeFleetAttributesOutput) {
op := &request.Operation{
Name: opDescribeFleetAttributes,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DescribeFleetAttributesInput{}
}
req = c.newRequest(op, input, output)
output = &DescribeFleetAttributesOutput{}
req.Data = output
return
}
// 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.
func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error) {
req, out := c.DescribeFleetAttributesRequest(input)
err := req.Send()
return out, err
}
const opDescribeFleetCapacity = "DescribeFleetCapacity"
// DescribeFleetCapacityRequest generates a "aws/request.Request" representing the
// client's request for the DescribeFleetCapacity operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeFleetCapacity method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // Example sending a request using the DescribeFleetCapacityRequest method.
// req, resp := client.DescribeFleetCapacityRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) (req *request.Request, output *DescribeFleetCapacityOutput) {
op := &request.Operation{
Name: opDescribeFleetCapacity,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DescribeFleetCapacityInput{}
}
req = c.newRequest(op, input, output)
output = &DescribeFleetCapacityOutput{}
req.Data = output
return
}
// 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.
func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error) {
req, out := c.DescribeFleetCapacityRequest(input)
err := req.Send()
return out, err
}
const opDescribeFleetEvents = "DescribeFleetEvents"
// DescribeFleetEventsRequest generates a "aws/request.Request" representing the
// client's request for the DescribeFleetEvents operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeFleetEvents method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // Example sending a request using the DescribeFleetEventsRequest method.
// req, resp := client.DescribeFleetEventsRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) (req *request.Request, output *DescribeFleetEventsOutput) {
op := &request.Operation{
Name: opDescribeFleetEvents,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DescribeFleetEventsInput{}
}
req = c.newRequest(op, input, output)
output = &DescribeFleetEventsOutput{}
req.Data = output
return
}
// 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.
func (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error) {
req, out := c.DescribeFleetEventsRequest(input)
err := req.Send()
return out, err
}
const opDescribeFleetPortSettings = "DescribeFleetPortSettings"
// DescribeFleetPortSettingsRequest generates a "aws/request.Request" representing the
// client's request for the DescribeFleetPortSettings operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeFleetPortSettings method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // Example sending a request using the DescribeFleetPortSettingsRequest method.
// req, resp := client.DescribeFleetPortSettingsRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//
func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput) {
op := &request.Operation{
Name: opDescribeFleetPortSettings,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DescribeFleetPortSettingsInput{}
}
req = c.newRequest(op, input, output)
output = &DescribeFleetPortSettingsOutput{}
req.Data = output
return
}
// Retrieves the inbound connection permissions for a fleet. Connection permissions
// include a range of IP addresses and port settings that incoming traffic can
// use to access server processes in the fleet. To get a fleet's inbound connection
// permissions, specify a fleet ID. If successful, a collection of IpPermission
// objects is returned for the requested fleet ID. If the requested fleet has
// been deleted, the result set is empty.
func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error) {
req, out := c.DescribeFleetPortSettingsRequest(input)
err := req.Send()
return out, err
}
const opDescribeFleetUtilization = "DescribeFleetUtilization"
// DescribeFleetUtilizationRequest generates a "aws/request.Request" representing the
// client's request for the DescribeFleetUtilization operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeFleetUtilization method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // Example sending a request using the DescribeFleetUtilizationRequest method.
// req, resp := client.DescribeFleetUtilizationRequest(params)
//
// err := req.Send()
// if err == nil { // resp is now filled
// fmt.Println(resp)
// }
//