File: api_op_StartGameSessionPlacement.go

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// Code generated by smithy-go-codegen DO NOT EDIT.

package gamelift

import (
	"context"
	awsmiddleware "github.com/aws/aws-sdk-go-v2/aws/middleware"
	"github.com/aws/aws-sdk-go-v2/aws/signer/v4"
	"github.com/aws/aws-sdk-go-v2/service/gamelift/types"
	"github.com/aws/smithy-go/middleware"
	smithyhttp "github.com/aws/smithy-go/transport/http"
)

// Places a request for a new game session in a queue (see CreateGameSessionQueue).
// When processing a placement request, Amazon GameLift searches for available
// resources on the queue's destinations, scanning each until it finds resources or
// the placement request times out. A game session placement request can also
// request player sessions. When a new game session is successfully created, Amazon
// GameLift creates a player session for each player included in the request. When
// placing a game session, by default Amazon GameLift tries each fleet in the order
// they are listed in the queue configuration. Ideally, a queue's destinations are
// listed in preference order. Alternatively, when requesting a game session with
// players, you can also provide latency data for each player in relevant Regions.
// Latency data indicates the performance lag a player experiences when connected
// to a fleet in the Region. Amazon GameLift uses latency data to reorder the list
// of destinations to place the game session in a Region with minimal lag. If
// latency data is provided for multiple players, Amazon GameLift calculates each
// Region's average lag for all players and reorders to get the best game play
// across all players. To place a new game session request, specify the
// following:
//
// * The queue name and a set of game session properties and
// settings
//
// * A unique ID (such as a UUID) for the placement. You use this ID to
// track the status of the placement request
//
// * (Optional) A set of player data and
// a unique player ID for each player that you are joining to the new game session
// (player data is optional, but if you include it, you must also provide a unique
// ID for each player)
//
// * Latency data for all players (if you want to optimize
// game play for the players)
//
// If successful, a new game session placement is
// created. To track the status of a placement request, call
// DescribeGameSessionPlacement and check the request's status. If the status is
// FULFILLED, a new game session has been created and a game session ARN and Region
// are referenced. If the placement request times out, you can resubmit the request
// or retry it with a different queue. Related actions CreateGameSession |
// DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions |
// UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement |
// DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
func (c *Client) StartGameSessionPlacement(ctx context.Context, params *StartGameSessionPlacementInput, optFns ...func(*Options)) (*StartGameSessionPlacementOutput, error) {
	if params == nil {
		params = &StartGameSessionPlacementInput{}
	}

	result, metadata, err := c.invokeOperation(ctx, "StartGameSessionPlacement", params, optFns, c.addOperationStartGameSessionPlacementMiddlewares)
	if err != nil {
		return nil, err
	}

	out := result.(*StartGameSessionPlacementOutput)
	out.ResultMetadata = metadata
	return out, nil
}

// Represents the input for a request operation.
type StartGameSessionPlacementInput struct {

	// Name of the queue to use to place the new game session. You can use either the
	// queue name or ARN value.
	//
	// This member is required.
	GameSessionQueueName *string

	// The maximum number of players that can be connected simultaneously to the game
	// session.
	//
	// This member is required.
	MaximumPlayerSessionCount *int32

	// A unique identifier to assign to the new game session placement. This value is
	// developer-defined. The value must be unique across all Regions and cannot be
	// reused unless you are resubmitting a canceled or timed-out placement request.
	//
	// This member is required.
	PlacementId *string

	// Set of information on each player to create a player session for.
	DesiredPlayerSessions []types.DesiredPlayerSession

	// A set of custom properties for a game session, formatted as key:value pairs.
	// These properties are passed to a game server process in the GameSession object
	// with a request to start a new game session (see Start a Game Session
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
	GameProperties []types.GameProperty

	// A set of custom game session properties, formatted as a single string value.
	// This data is passed to a game server process in the GameSession object with a
	// request to start a new game session (see Start a Game Session
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
	GameSessionData *string

	// A descriptive label that is associated with a game session. Session names do not
	// need to be unique.
	GameSessionName *string

	// A set of values, expressed in milliseconds, that indicates the amount of latency
	// that a player experiences when connected to @aws; Regions. This information is
	// used to try to place the new game session where it can offer the best possible
	// gameplay experience for the players.
	PlayerLatencies []types.PlayerLatency

	noSmithyDocumentSerde
}

// Represents the returned data in response to a request operation.
type StartGameSessionPlacementOutput struct {

	// Object that describes the newly created game session placement. This object
	// includes all the information provided in the request, as well as start/end time
	// stamps and placement status.
	GameSessionPlacement *types.GameSessionPlacement

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata

	noSmithyDocumentSerde
}

func (c *Client) addOperationStartGameSessionPlacementMiddlewares(stack *middleware.Stack, options Options) (err error) {
	err = stack.Serialize.Add(&awsAwsjson11_serializeOpStartGameSessionPlacement{}, middleware.After)
	if err != nil {
		return err
	}
	err = stack.Deserialize.Add(&awsAwsjson11_deserializeOpStartGameSessionPlacement{}, middleware.After)
	if err != nil {
		return err
	}
	if err = addSetLoggerMiddleware(stack, options); err != nil {
		return err
	}
	if err = awsmiddleware.AddClientRequestIDMiddleware(stack); err != nil {
		return err
	}
	if err = smithyhttp.AddComputeContentLengthMiddleware(stack); err != nil {
		return err
	}
	if err = addResolveEndpointMiddleware(stack, options); err != nil {
		return err
	}
	if err = v4.AddComputePayloadSHA256Middleware(stack); err != nil {
		return err
	}
	if err = addRetryMiddlewares(stack, options); err != nil {
		return err
	}
	if err = addHTTPSignerV4Middleware(stack, options); err != nil {
		return err
	}
	if err = awsmiddleware.AddRawResponseToMetadata(stack); err != nil {
		return err
	}
	if err = awsmiddleware.AddRecordResponseTiming(stack); err != nil {
		return err
	}
	if err = addClientUserAgent(stack); err != nil {
		return err
	}
	if err = smithyhttp.AddErrorCloseResponseBodyMiddleware(stack); err != nil {
		return err
	}
	if err = smithyhttp.AddCloseResponseBodyMiddleware(stack); err != nil {
		return err
	}
	if err = addOpStartGameSessionPlacementValidationMiddleware(stack); err != nil {
		return err
	}
	if err = stack.Initialize.Add(newServiceMetadataMiddleware_opStartGameSessionPlacement(options.Region), middleware.Before); err != nil {
		return err
	}
	if err = addRequestIDRetrieverMiddleware(stack); err != nil {
		return err
	}
	if err = addResponseErrorMiddleware(stack); err != nil {
		return err
	}
	if err = addRequestResponseLogging(stack, options); err != nil {
		return err
	}
	return nil
}

func newServiceMetadataMiddleware_opStartGameSessionPlacement(region string) *awsmiddleware.RegisterServiceMetadata {
	return &awsmiddleware.RegisterServiceMetadata{
		Region:        region,
		ServiceID:     ServiceID,
		SigningName:   "gamelift",
		OperationName: "StartGameSessionPlacement",
	}
}