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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 (
"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 request for the CreateAlias operation.
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 request for the CreateBuild operation.
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.
//
// 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.) Call the CreateBuild
// action only if you have your own Amazon Simple Storage Service (Amazon S3)
// client and need to manually upload your build files.
//
// 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 (but not visible to players). If successful, this
// action returns the newly created build record along with an 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 request for the CreateFleet operation.
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 host game servers. A fleet consists of a set of Amazon
// Elastic Compute Cloud (Amazon EC2) instances of a certain type, which defines
// the CPU, memory, storage, and networking capacity of each host in the fleet.
// See Amazon EC2 Instance Types (https://aws.amazon.com/ec2/instance-types/)
// for more information. Each instance in the fleet hosts a game server created
// from the specified game build. Once a fleet is in an ACTIVE state, it can
// begin hosting game sessions.
//
// To create a new fleet, provide a name and the EC2 instance type for the
// new fleet, and specify the build and server launch path. Builds must be in
// a READY state before they can be used to build fleets. When configuring the
// new fleet, you can optionally (1) provide a set of launch parameters to be
// passed to a game server when activated; (2) limit incoming traffic to a specified
// range of IP addresses and port numbers; (3) set game session protection for
// all instances in the fleet, and (4) configure Amazon GameLift to store game
// session logs by specifying the path to the logs stored in your game server
// files. If the call is successful, Amazon GameLift performs the following
// tasks:
//
// Creates a fleet record and sets the state to NEW. Sets the fleet's capacity
// to 1 "desired" and 1 "active" EC2 instance count. Creates an EC2 instance
// and begins the process of initializing the fleet and activating a game server
// on the instance. Begins writing events to the fleet event log, which can
// be accessed in the GameLift console. Once a fleet is created, use the following
// actions to change certain fleet properties (server launch parameters and
// log paths cannot be changed):
//
// 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 addresses
// and ports that allow access to incoming traffic.
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 request for the CreateGameSession operation.
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 activates the server initialization process in your game server.
// A fleet must be in an ACTIVE state before a game session can be created for
// 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 request for the CreatePlayerSession operation.
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 request for the CreatePlayerSessions operation.
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 request for the DeleteAlias operation.
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 game server 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 request for the DeleteBuild operation.
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, but you can no longer create new fleets for
// 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 request for the DeleteFleet operation.
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 request for the DeleteScalingPolicy operation.
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 request for the DescribeAlias operation.
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 request for the DescribeBuild operation.
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 request for the DescribeEC2InstanceLimits operation.
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 request for the DescribeFleetAttributes operation.
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 all 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 request for the DescribeFleetCapacity operation.
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 all 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 request for the DescribeFleetEvents operation.
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 fleet 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 request for the DescribeFleetPortSettings operation.
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 port settings for a fleet. Port settings are used to limit
// incoming traffic access to game servers in the fleet. To get a fleet's port
// settings, specify a fleet ID. If successful, an IpPermission object is returned
// for the requested fleet ID. If the requested fleet has been deleted, the
// result set will be 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 request for the DescribeFleetUtilization operation.
func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput) {
op := &request.Operation{
Name: opDescribeFleetUtilization,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DescribeFleetUtilizationInput{}
}
req = c.newRequest(op, input, output)
output = &DescribeFleetUtilizationOutput{}
req.Data = output
return
}
// Retrieves utilization statistics for one or more fleets. You can request
// utilization data for all fleets, or specify a list of one or more fleet IDs.
// When requesting all fleets, use the pagination parameters to retrieve results
// as a set of sequential pages. If successful, a FleetUtilization object is
// returned for each requested fleet ID. When specifying a list of fleet IDs,
// utilization objects are returned only for fleets that currently exist.
//
// Some API actions may limit the number of fleet IDs allowed in one request.
// If a request exceeds this limit, the request fails and the error message
// includes the maximum allowed.
func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error) {
req, out := c.DescribeFleetUtilizationRequest(input)
err := req.Send()
return out, err
}
const opDescribeGameSessionDetails = "DescribeGameSessionDetails"
// DescribeGameSessionDetailsRequest generates a request for the DescribeGameSessionDetails operation.
func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput) {
op := &request.Operation{
Name: opDescribeGameSessionDetails,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DescribeGameSessionDetailsInput{}
}
req = c.newRequest(op, input, output)
output = &DescribeGameSessionDetailsOutput{}
req.Data = output
return
}
// Retrieves properties, including the protection policy in force, for one or
// more game sessions. This action can be used in several ways: (1) provide
// a GameSessionId to request details for a specific game session; (2) provide
// either a FleetId or an AliasId to request properties for all game sessions
// running on a fleet.
//
// To get game session record(s), specify just one of the following: game session
// ID, fleet ID, or alias ID. You can filter this request by game session status.
// Use the pagination parameters to retrieve results as a set of sequential
// pages. If successful, a GameSessionDetail object is returned for each session
// matching the request.
func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error) {
req, out := c.DescribeGameSessionDetailsRequest(input)
err := req.Send()
return out, err
}
const opDescribeGameSessions = "DescribeGameSessions"
// DescribeGameSessionsRequest generates a request for the DescribeGameSessions operation.
func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput) {
op := &request.Operation{
Name: opDescribeGameSessions,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DescribeGameSessionsInput{}
}
req = c.newRequest(op, input, output)
output = &DescribeGameSessionsOutput{}
req.Data = output
return
}
// Retrieves properties for one or more game sessions. This action can be used
// in several ways: (1) provide a GameSessionId to request properties for a
// specific game session; (2) provide a FleetId or an AliasId to request properties
// for all game sessions running on a fleet.
//
// To get game session record(s), specify just one of the following: game session
// ID, fleet ID, or alias ID. You can filter this request by game session status.
// Use the pagination parameters to retrieve results as a set of sequential
// pages. If successful, a GameSession object is returned for each session matching
// the request.
func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error) {
req, out := c.DescribeGameSessionsRequest(input)
err := req.Send()
return out, err
}
const opDescribePlayerSessions = "DescribePlayerSessions"
// DescribePlayerSessionsRequest generates a request for the DescribePlayerSessions operation.
func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput) {
op := &request.Operation{
Name: opDescribePlayerSessions,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DescribePlayerSessionsInput{}
}
req = c.newRequest(op, input, output)
output = &DescribePlayerSessionsOutput{}
req.Data = output
return
}
// Retrieves properties for one or more player sessions. This action can be
// used in several ways: (1) provide a PlayerSessionId parameter to request
// properties for a specific player session; (2) provide a GameSessionId parameter
// to request properties for all player sessions in the specified game session;
// (3) provide a PlayerId parameter to request properties for all player sessions
// of a specified player.
//
// To get game session record(s), specify only one of the following: a player
// session ID, a game session ID, or a player ID. You can filter this request
// by player session status. Use the pagination parameters to retrieve results
// as a set of sequential pages. If successful, a PlayerSession object is returned
// for each session matching the request.
func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error) {
req, out := c.DescribePlayerSessionsRequest(input)
err := req.Send()
return out, err
}
const opDescribeScalingPolicies = "DescribeScalingPolicies"
// DescribeScalingPoliciesRequest generates a request for the DescribeScalingPolicies operation.
func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput) {
op := &request.Operation{
Name: opDescribeScalingPolicies,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &DescribeScalingPoliciesInput{}
}
req = c.newRequest(op, input, output)
output = &DescribeScalingPoliciesOutput{}
req.Data = output
return
}
// Retrieves all scaling policies applied to a fleet.
//
// To get a fleet's scaling policies, specify the fleet ID. You can filter
// this request by policy status, such as to retrieve only active scaling policies.
// Use the pagination parameters to retrieve results as a set of sequential
// pages. If successful, set of ScalingPolicy objects is returned for the fleet.
func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error) {
req, out := c.DescribeScalingPoliciesRequest(input)
err := req.Send()
return out, err
}
const opGetGameSessionLogUrl = "GetGameSessionLogUrl"
// GetGameSessionLogUrlRequest generates a request for the GetGameSessionLogUrl operation.
func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) (req *request.Request, output *GetGameSessionLogUrlOutput) {
op := &request.Operation{
Name: opGetGameSessionLogUrl,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &GetGameSessionLogUrlInput{}
}
req = c.newRequest(op, input, output)
output = &GetGameSessionLogUrlOutput{}
req.Data = output
return
}
// Retrieves the location of stored game session logs for a specified game session.
// When a game session is terminated, Amazon GameLift automatically stores the
// logs in Amazon S3. Use this URL to download the logs.
//
// See the AWS Service Limits (http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift)
// page for maximum log file sizes. Log files that exceed this limit are not
// saved.
func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error) {
req, out := c.GetGameSessionLogUrlRequest(input)
err := req.Send()
return out, err
}
const opListAliases = "ListAliases"
// ListAliasesRequest generates a request for the ListAliases operation.
func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Request, output *ListAliasesOutput) {
op := &request.Operation{
Name: opListAliases,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &ListAliasesInput{}
}
req = c.newRequest(op, input, output)
output = &ListAliasesOutput{}
req.Data = output
return
}
// Retrieves a collection of alias records for this AWS account. You can filter
// the result set by alias name and/or routing strategy type. Use the pagination
// parameters to retrieve results in sequential pages.
//
// Aliases are not listed in any particular order.
func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error) {
req, out := c.ListAliasesRequest(input)
err := req.Send()
return out, err
}
const opListBuilds = "ListBuilds"
// ListBuildsRequest generates a request for the ListBuilds operation.
func (c *GameLift) ListBuildsRequest(input *ListBuildsInput) (req *request.Request, output *ListBuildsOutput) {
op := &request.Operation{
Name: opListBuilds,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &ListBuildsInput{}
}
req = c.newRequest(op, input, output)
output = &ListBuildsOutput{}
req.Data = output
return
}
// Retrieves build records for all builds associated with an AWS account. You
// can filter the result set by build status. Use the pagination parameters
// to retrieve results in a set of sequential pages.
//
// Build records are not listed in any particular order.
func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error) {
req, out := c.ListBuildsRequest(input)
err := req.Send()
return out, err
}
const opListFleets = "ListFleets"
// ListFleetsRequest generates a request for the ListFleets operation.
func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Request, output *ListFleetsOutput) {
op := &request.Operation{
Name: opListFleets,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &ListFleetsInput{}
}
req = c.newRequest(op, input, output)
output = &ListFleetsOutput{}
req.Data = output
return
}
// Retrieves a collection of fleet records for this AWS account. You can filter
// the result set by build ID. Use the pagination parameters to retrieve results
// in sequential pages.
//
// Fleet records are not listed in any particular order.
func (c *GameLift) ListFleets(input *ListFleetsInput) (*ListFleetsOutput, error) {
req, out := c.ListFleetsRequest(input)
err := req.Send()
return out, err
}
const opPutScalingPolicy = "PutScalingPolicy"
// PutScalingPolicyRequest generates a request for the PutScalingPolicy operation.
func (c *GameLift) PutScalingPolicyRequest(input *PutScalingPolicyInput) (req *request.Request, output *PutScalingPolicyOutput) {
op := &request.Operation{
Name: opPutScalingPolicy,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &PutScalingPolicyInput{}
}
req = c.newRequest(op, input, output)
output = &PutScalingPolicyOutput{}
req.Data = output
return
}
// Creates or updates a scaling policy for a fleet. An active scaling policy
// prompts GameLift to track a certain metric for a fleet and automatically
// change the fleet's capacity in specific circumstances. Each scaling policy
// contains one rule statement. Fleets can have multiple scaling policies in
// force simultaneously.
//
// A scaling policy rule statement has the following structure:
//
// If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods]
// minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment].
//
// For example, this policy: "If the number of idle instances exceeds 20 for
// more than 15 minutes, then reduce the fleet capacity by 10 instances" could
// be implemented as the following rule statement:
//
// If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes,
// then [ChangeInCapacity] by [-10].
//
// To create or update a scaling policy, specify a unique combination of name
// and fleet ID, and set the rule values. All parameters for this action are
// required. If successful, the policy name is returned. Scaling policies cannot
// be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy.
func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error) {
req, out := c.PutScalingPolicyRequest(input)
err := req.Send()
return out, err
}
const opRequestUploadCredentials = "RequestUploadCredentials"
// RequestUploadCredentialsRequest generates a request for the RequestUploadCredentials operation.
func (c *GameLift) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) (req *request.Request, output *RequestUploadCredentialsOutput) {
op := &request.Operation{
Name: opRequestUploadCredentials,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &RequestUploadCredentialsInput{}
}
req = c.newRequest(op, input, output)
output = &RequestUploadCredentialsOutput{}
req.Data = output
return
}
// Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage
// location for a specific build. Valid credentials are required to upload your
// game build files to Amazon S3.
//
// Call this action only if you need credentials for a build created with CreateBuild.
// This is a rare situation; in most cases, builds are created using the CLI
// command upload-build, which creates a build record and also uploads build
// files.
//
// Upload credentials are returned when you create the build, but they have
// a limited lifespan. You can get fresh credentials and use them to re-upload
// game files until the state of that build changes to READY. Once this happens,
// you must create a brand new build.
func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error) {