1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205
|
// 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",
}
}
|