tile38/vendor/github.com/aws/aws-sdk-go/service/gamelift/api.go

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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 complets
// successfuly.
//
// 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)
// }
//
// Please also see 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)
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 all players accepted
// the match, the ticket status is returned to SEARCHING to find a new match.
// For tickets where one or more players failed to accept the match, the ticket
// status is set to FAILED, and processing is terminated. A new matchmaking
// request for these players can be submitted as needed.
//
// Matchmaking-related operations include:
//
// * StartMatchmaking
//
// * DescribeMatchmaking
//
// * StopMatchmaking
//
// * AcceptMatch
//
// 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.
//
// Please also see 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 complets
// successfuly.
//
// 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)
// }
//
// Please also see 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.
//
// Alias-related operations include:
//
// * 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.
//
// Please also see 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 complets
// successfuly.
//
// 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)
// }
//
// Please also see 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 from a set of game server binary files
// stored in an Amazon Simple Storage Service (Amazon S3) location. To use this
// API call, create a .zip file containing all of the files for the build and
// store it in an Amazon S3 bucket under your AWS account. For help on packaging
// your build files and creating a build, see Uploading Your Game to Amazon
// GameLift (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html).
//
// Use this API action ONLY if you are storing your game build files in an Amazon
// S3 bucket. To create a build using files stored locally, use the CLI command
// upload-build (http://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html),
// which uploads the build files from a file location you specify.
//
// To create a new build using CreateBuild, identify the storage location and
// operating system of your game build. You also have the option of specifying
// a build name and version. If successful, this action creates a new build
// record with an unique build ID and in INITIALIZED status. Use the API call
// DescribeBuild to check the status of your build. A build must be in READY
// status before it can be used to create fleets to host your game.
//
// Build-related operations include:
//
// * 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.
//
// Please also see 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 complets
// successfuly.
//
// 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)
// }
//
// Please also see 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. 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 (http://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 statuses; once it reaches the
// ACTIVE status, it can begin hosting game sessions.
//
// To create a new fleet, you must specify the following: (1) fleet name, (2)
// build ID of an uploaded game build, (3) an EC2 instance type, and (4) a run-time
// configuration that describes which server processes to run on each instance
// in the fleet. (Although the run-time configuration is not a required parameter,
// the fleet cannot be successfully activated without it.)
//
// You can also configure the new fleet with the following settings:
//
// * Fleet description
//
// * Access permissions for inbound traffic
//
// * Fleet-wide game session protection
//
// * Resource creation limit
//
// If you use Amazon CloudWatch for metrics, you can add the new fleet to a
// metric group. This allows you to view aggregated metrics for a set of fleets.
// Once you specify a metric group, the new fleet's metrics are included in
// the metric group's data.
//
// You have the option of creating a VPC peering connection with the new fleet.
// For more information, see VPC Peering with Amazon GameLift Fleets (http://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
//
// If the CreateFleet call is successful, Amazon GameLift performs the following
// tasks:
//
// * Creates a fleet record and sets the status to NEW (followed by other
// statuses as the fleet is activated).
//
// * Sets the fleet's target capacity to 1 (desired instances), which causes
// Amazon 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, Amazon GameLift staggers
// each launch by a few seconds.
//
// * Begins writing events to the fleet event log, which can be accessed
// in the Amazon GameLift console.
//
// * Sets the fleet's status to ACTIVE as soon as one server process in the
// fleet is ready to host a game session.
//
// Fleet-related operations include:
//
// * CreateFleet
//
// * ListFleets
//
// * Describe fleets:
//
// DescribeFleetAttributes
//
// DescribeFleetPortSettings
//
// DescribeFleetUtilization
//
// DescribeRuntimeConfiguration
//
// DescribeFleetEvents
//
// * Update fleets:
//
// UpdateFleetAttributes
//
// UpdateFleetCapacity
//
// UpdateFleetPortSettings
//
// UpdateRuntimeConfiguration
//
// * Manage fleet capacity:
//
// DescribeFleetCapacity
//
// UpdateFleetCapacity
//
// PutScalingPolicy (automatic scaling)
//
// DescribeScalingPolicies (automatic scaling)
//
// DeleteScalingPolicy (automatic scaling)
//
// DescribeEC2InstanceLimits
//
// * DeleteFleet
//
// 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.
//
// Please also see 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 complets
// successfuly.
//
// 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)
// }
//
// Please also see 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.
//
// Game-session-related operations include:
//
// * 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.
//
// Please also see 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 complets
// successfuly.
//
// 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)
// }
//
// Please also see 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.
//
// Queue-related operations include:
//
// * 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.
//
// Please also see 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 complets
// successfuly.
//
// 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)
// }
//
// Please also see 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 request (StartMatchmaking)
// 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.
//
// Player acceptance -- In each configuration, you have the option to require
// that all players accept participation in a proposed match. To enable this
// feature, set AcceptanceRequired to true and specify a time limit for player
// acceptance. Players have the option to accept or reject a proposed match,
// and a match does not move ahead to game session placement unless all matched
// players accept.
//
// Matchmaking status notification -- 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
// (see Setting up Notifications for Matchmaking (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html)).
// Since notifications promise only "best effort" delivery, we recommend calling
// DescribeMatchmaking if no notifications are received within 30 seconds.
//
// Operations related to match configurations and rule sets include:
//
// * CreateMatchmakingConfiguration
//
// * DescribeMatchmakingConfigurations
//
// * UpdateMatchmakingConfiguration
//
// * DeleteMatchmakingConfiguration
//
// * CreateMatchmakingRuleSet
//
// * DescribeMatchmakingRuleSets
//
// * ValidateMatchmakingRuleSet
//
// 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.
//
// Please also see 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 complets
// successfuly.
//
// 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)
// }
//
// Please also see 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. Rule sets are used in matchmaking configurations, which define
// how matchmaking requests are handled. Each MatchmakingConfiguration uses
// one rule set; you can set up multiple rule sets to handle the scenarios that
// suit your game (such as for different game modes), and create a separate
// matchmaking configuration for each rule set. See additional information on
// rule set content in the MatchmakingRuleSet structure. For help creating rule
// sets, including useful examples, see the topic Adding FlexMatch to Your
// Game (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html).
//
// Once created, matchmaking rule sets cannot be changed or deleted, so we recommend
// checking the rule set syntax using ValidateMatchmakingRuleSetbefore creating
// the rule set.
//
// To create a matchmaking rule set, provide the set of rules and a unique name.
// Rule sets must be defined in the same region as the matchmaking configuration
// they will be used with. Rule sets cannot be edited or deleted. If you need
// to change a rule set, create a new one with the necessary edits and then
// update matchmaking configurations to use the new rule set.
//
// Operations related to match configurations and rule sets include:
//
// * CreateMatchmakingConfiguration
//
// * DescribeMatchmakingConfigurations
//
// * UpdateMatchmakingConfiguration
//
// * DeleteMatchmakingConfiguration
//
// * CreateMatchmakingRuleSet
//
// * DescribeMatchmakingRuleSets
//
// * ValidateMatchmakingRuleSet
//
// 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.
//
// Please also see 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 complets
// successfuly.
//
// 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)
// }
//
// Please also see 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.
//
// Adds a player to a game session and creates a player session record. 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.
//
// To create a player session, specify a game session ID, player ID, and optionally
// a string of player data. If successful, the player is added to the game session
// and a new PlayerSession object is returned. Player sessions cannot be updated.
//
// Available in Amazon GameLift Local.
//
// Player-session-related operations include:
//
// * 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"