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service.go
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service.go
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// THIS FILE IS AUTOMATICALLY GENERATED. DO NOT EDIT.
package gamelift
import (
"github.com/aws/aws-sdk-go/aws"
"github.com/aws/aws-sdk-go/aws/client"
"github.com/aws/aws-sdk-go/aws/client/metadata"
"github.com/aws/aws-sdk-go/aws/request"
"github.com/aws/aws-sdk-go/aws/signer/v4"
"github.com/aws/aws-sdk-go/private/protocol/jsonrpc"
)
// Welcome to the Amazon GameLift API Reference. Amazon GameLift is a managed
// Amazon Web Services (AWS) service for developers who need a scalable, server-based
// solution for multiplayer games. Amazon GameLift provides setup and deployment
// of game servers, and handles infrastructure scaling and session management.
//
// This reference describes the low-level service API for GameLift. You can
// call this API directly or use the AWS SDK (http://aws.amazon.com/tools/#sdk)
// for your preferred language. The AWS SDK includes a set of high-level GameLift
// actions multiplayer game sessions. Alternatively, you can use the AWS command-line
// interface (http://aws.amazon.com/cli/) (CLI) tool, which includes commands
// for GameLift. For administrative actions, you can also use the Amazon GameLift
// console.
//
// More Resources
//
// * Amazon GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/):
// Learn more about GameLift features and how to use them
//
// * Lumberyard and GameLift Tutorials (https://gamedev.amazon.com/forums/tutorials):
// Get started fast with walkthroughs and sample projects
//
// * GameDev Blog (http://aws.amazon.com/blogs/gamedev/): Stay up to date
// with new features and techniques
//
// * GameDev Forums (https://gamedev.amazon.com/forums/spaces/123/gamelift-discussion.html):
// Connect with the GameDev community
//
// Manage Games and Players Through GameLift
//
// Call these actions from your game clients and/or services to create and manage
// multiplayer game sessions and player sessions.
//
// * Game sessions:
//
// CreateGameSession
//
// DescribeGameSessions
//
// DescribeGameSessionDetails
//
// UpdateGameSession
//
// SearchGameSessions
//
// * Player sessions:
//
// CreatePlayerSession
//
// CreatePlayerSessions
//
// DescribePlayerSessions
//
// * Other actions:
//
// GetGameSessionLogUrl
//
// Set Up and Manage Game Servers
//
// Use these administrative actions to configure GameLift to host your game
// servers. When setting up GameLift, you will need to (1) configure a build
// for your game and upload build files, and (2) set up one or more fleets to
// host game sessions. Once you've created and activated a fleet, you can assign
// aliases to it, scale capacity, track performance and utilization, etc.
//
// * Game builds:
//
// ListBuilds
//
// CreateBuild
//
// DescribeBuild
//
// UpdateBuild
//
// DeleteBuild
//
// RequestUploadCredentials
//
// * Fleets:
//
// ListFleets
//
// CreateFleet
//
// Describe fleets:
//
// DescribeFleetAttributes
//
// DescribeFleetCapacity
//
// DescribeFleetPortSettings
//
// DescribeFleetUtilization
//
// DescribeEC2InstanceLimits
//
// DescribeFleetEvents
//
// DescribeRuntimeConfiguration
//
// Update fleets:
//
// UpdateFleetAttributes
//
// UpdateFleetCapacity
//
// UpdateFleetPortSettings
//
// UpdateRuntimeConfiguration
//
// DeleteFleet
//
// * Manage your instances:
//
// DescribeInstances
//
// GetInstanceAccess
//
// * Manage fleet aliases:
//
// ListAliases
//
// CreateAlias
//
// DescribeAlias
//
// UpdateAlias
//
// DeleteAlias
//
// ResolveAlias
//
// * Manage autoscaling:
//
// PutScalingPolicy
//
// DescribeScalingPolicies
//
// DeleteScalingPolicy
//
// To view changes to the API, see the GameLift Document History (http://docs.aws.amazon.com/gamelift/latest/developerguide/doc-history.html)
// page.
// The service client's operations are safe to be used concurrently.
// It is not safe to mutate any of the client's properties though.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01
type GameLift struct {
*client.Client
}
// Used for custom client initialization logic
var initClient func(*client.Client)
// Used for custom request initialization logic
var initRequest func(*request.Request)
// Service information constants
const (
ServiceName = "gamelift" // Service endpoint prefix API calls made to.
EndpointsID = ServiceName // Service ID for Regions and Endpoints metadata.
)
// New creates a new instance of the GameLift client with a session.
// If additional configuration is needed for the client instance use the optional
// aws.Config parameter to add your extra config.
//
// Example:
// // Create a GameLift client from just a session.
// svc := gamelift.New(mySession)
//
// // Create a GameLift client with additional configuration
// svc := gamelift.New(mySession, aws.NewConfig().WithRegion("us-west-2"))
func New(p client.ConfigProvider, cfgs ...*aws.Config) *GameLift {
c := p.ClientConfig(EndpointsID, cfgs...)
return newClient(*c.Config, c.Handlers, c.Endpoint, c.SigningRegion, c.SigningName)
}
// newClient creates, initializes and returns a new service client instance.
func newClient(cfg aws.Config, handlers request.Handlers, endpoint, signingRegion, signingName string) *GameLift {
svc := &GameLift{
Client: client.New(
cfg,
metadata.ClientInfo{
ServiceName: ServiceName,
SigningName: signingName,
SigningRegion: signingRegion,
Endpoint: endpoint,
APIVersion: "2015-10-01",
JSONVersion: "1.1",
TargetPrefix: "GameLift",
},
handlers,
),
}
// Handlers
svc.Handlers.Sign.PushBackNamed(v4.SignRequestHandler)
svc.Handlers.Build.PushBackNamed(jsonrpc.BuildHandler)
svc.Handlers.Unmarshal.PushBackNamed(jsonrpc.UnmarshalHandler)
svc.Handlers.UnmarshalMeta.PushBackNamed(jsonrpc.UnmarshalMetaHandler)
svc.Handlers.UnmarshalError.PushBackNamed(jsonrpc.UnmarshalErrorHandler)
// Run custom client initialization if present
if initClient != nil {
initClient(svc.Client)
}
return svc
}
// newRequest creates a new request for a GameLift operation and runs any
// custom request initialization.
func (c *GameLift) newRequest(op *request.Operation, params, data interface{}) *request.Request {
req := c.NewRequest(op, params, data)
// Run custom request initialization if present
if initRequest != nil {
initRequest(req)
}
return req
}