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// Code generated by smithy-go-codegen DO NOT EDIT.
package gamelift
import (
"context"
"fmt"
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"
)
// Creates a fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host
// your custom game server or Realtime Servers. Use this operation to configure the
// computing resources for your fleet and provide instructions for running game
// servers on each instance. Most Amazon GameLift fleets can deploy instances to
// multiple locations, including the home Region (where the fleet is created) and
// an optional set of remote locations. Fleets that are created in the following
// Amazon Web Services Regions support multiple locations: us-east-1 (N. Virginia),
// us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland),
// ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul).
// Fleets that are created in other Amazon GameLift Regions can deploy instances in
// the fleet's home Region only. All fleet instances use the same configuration
// regardless of location; however, you can adjust capacity settings and turn
// auto-scaling on/off for each location. To create a fleet, choose the hardware
// for your instances, specify a game server build or Realtime script to deploy,
// and provide a runtime configuration to direct Amazon GameLift how to start and
// run game servers on each instance in the fleet. Set permissions for inbound
// traffic to your game servers, and enable optional features as needed. When
// creating a multi-location fleet, provide a list of additional remote locations.
// If you need to debug your fleet, fetch logs, view performance metrics or other
// actions on the fleet, create the development fleet with port 22/3389 open. As a
// best practice, we recommend opening ports for remote access only when you need
// them and closing them when you're finished. If successful, this operation
// creates a new Fleet resource and places it in NEW status, which prompts Amazon
// GameLift to initiate the fleet creation workflow (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-all.html#fleets-creation-workflow)
// . You can track fleet creation by checking fleet status using
// DescribeFleetAttributes and DescribeFleetLocationAttributes /, or by monitoring
// fleet creation events using DescribeFleetEvents . When the fleet status changes
// to ACTIVE , you can enable automatic scaling with PutScalingPolicy and set
// capacity for the home Region with UpdateFleetCapacity . When the status of each
// remote location reaches ACTIVE , you can set capacity by location using
// UpdateFleetCapacity . Learn more Setting up fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)
// Debug fleet creation issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation)
// Multi-location fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)
func (c *Client) CreateFleet(ctx context.Context, params *CreateFleetInput, optFns ...func(*Options)) (*CreateFleetOutput, error) {
if params == nil {
params = &CreateFleetInput{}
}
result, metadata, err := c.invokeOperation(ctx, "CreateFleet", params, optFns, c.addOperationCreateFleetMiddlewares)
if err != nil {
return nil, err
}
out := result.(*CreateFleetOutput)
out.ResultMetadata = metadata
return out, nil
}
type CreateFleetInput struct {
// A descriptive label that is associated with a fleet. Fleet names do not need to
// be unique.
//
// This member is required.
Name *string
// Amazon GameLift Anywhere configuration options.
AnywhereConfiguration *types.AnywhereConfiguration
// The unique identifier for a custom game server build to be deployed on fleet
// instances. You can use either the build ID or ARN. The build must be uploaded to
// Amazon GameLift and in READY status. This fleet property can't be changed after
// the fleet is created.
BuildId *string
// Prompts Amazon GameLift to generate a TLS/SSL certificate for the fleet. Amazon
// GameLift uses the certificates to encrypt traffic between game clients and the
// game servers running on Amazon GameLift. By default, the
// CertificateConfiguration is DISABLED . You can't change this property after you
// create the fleet. Certificate Manager (ACM) certificates expire after 13 months.
// Certificate expiration can cause fleets to fail, preventing players from
// connecting to instances in the fleet. We recommend you replace fleets before 13
// months, consider using fleet aliases for a smooth transition. ACM isn't
// available in all Amazon Web Services regions. A fleet creation request with
// certificate generation enabled in an unsupported Region, fails with a 4xx error.
// For more information about the supported Regions, see Supported Regions (https://docs.aws.amazon.com/acm/latest/userguide/acm-regions.html)
// in the Certificate Manager User Guide.
CertificateConfiguration *types.CertificateConfiguration
// The type of compute resource used to host your game servers. You can use your
// own compute resources with Amazon GameLift Anywhere or use Amazon EC2 instances
// with managed Amazon GameLift. By default, this property is set to EC2 .
ComputeType types.ComputeType
// A description for the fleet.
Description *string
// The allowed IP address ranges and port settings that allow inbound traffic to
// access game sessions on this fleet. If the fleet is hosting a custom game build,
// this property must be set before players can connect to game sessions. For
// Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges.
EC2InboundPermissions []types.IpPermission
// The Amazon GameLift-supported Amazon EC2 instance type to use for all fleet
// instances. Instance type determines the computing resources that will be used to
// host your game servers, including CPU, memory, storage, and networking capacity.
// See Amazon Elastic Compute Cloud Instance Types (http://aws.amazon.com/ec2/instance-types/)
// for detailed descriptions of Amazon EC2 instance types.
EC2InstanceType types.EC2InstanceType
// Indicates whether to use On-Demand or Spot instances for this fleet. By
// default, this property is set to ON_DEMAND . Learn more about when to use
// On-Demand versus Spot Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot)
// . This fleet property can't be changed after the fleet is created.
FleetType types.FleetType
// A unique identifier for an IAM role with access permissions to other Amazon Web
// Services services. Any application that runs on an instance in the
// fleet--including install scripts, server processes, and other processes--can use
// these permissions to interact with Amazon Web Services resources that you own or
// have access to. For more information about using the role with your game server
// builds, see Communicate with other Amazon Web Services resources from your
// fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html)
// . This fleet property can't be changed after the fleet is created.
InstanceRoleArn *string
// Prompts Amazon GameLift to generate a shared credentials file for the IAM role
// defined in InstanceRoleArn . The shared credentials file is stored on each fleet
// instance and refreshed as needed. Use shared credentials for applications that
// are deployed along with the game server executable, if the game server is
// integrated with server SDK version 5.x. For more information about using shared
// credentials, see Communicate with other Amazon Web Services resources from your
// fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html)
// .
InstanceRoleCredentialsProvider types.InstanceRoleCredentialsProvider
// A set of remote locations to deploy additional instances to and manage as part
// of the fleet. This parameter can only be used when creating fleets in Amazon Web
// Services Regions that support multiple locations. You can add any Amazon
// GameLift-supported Amazon Web Services Region as a remote location, in the form
// of an Amazon Web Services Region code such as us-west-2 . To create a fleet with
// instances in the home Region only, don't use this parameter. To use this
// parameter, Amazon GameLift requires you to use your home location in the
// request.
Locations []types.LocationConfiguration
// This parameter is no longer used. To specify where Amazon GameLift should store
// log files once a server process shuts down, use the Amazon GameLift server API
// ProcessReady() and specify one or more directory paths in logParameters . For
// more information, see Initialize the server process (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-initialize)
// in the Amazon GameLift Developer Guide.
LogPaths []string
// The name of an Amazon Web Services CloudWatch metric group to add this fleet
// to. A metric group is used to aggregate the metrics for multiple fleets. You can
// specify an existing metric group name or set a new name to create a new metric
// group. A fleet can be included in only one metric group at a time.
MetricGroups []string
// The status of termination protection for active game sessions on the fleet. By
// default, this property is set to NoProtection . You can also set game session
// protection for an individual game session by calling UpdateGameSession .
// - NoProtection - Game sessions can be terminated during active gameplay as a
// result of a scale-down event.
// - FullProtection - Game sessions in ACTIVE status cannot be terminated during
// a scale-down event.
NewGameSessionProtectionPolicy types.ProtectionPolicy
// Used when peering your Amazon GameLift fleet with a VPC, the unique identifier
// for the Amazon Web Services account that owns the VPC. You can find your account
// ID in the Amazon Web Services Management Console under account settings.
PeerVpcAwsAccountId *string
// A unique identifier for a VPC with resources to be accessed by your Amazon
// GameLift fleet. The VPC must be in the same Region as your fleet. To look up a
// VPC ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the
// Amazon Web Services Management Console. Learn more about VPC peering in VPC
// Peering with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html)
// .
PeerVpcId *string
// A policy that limits the number of game sessions that an individual player can
// create on instances in this fleet within a specified span of time.
ResourceCreationLimitPolicy *types.ResourceCreationLimitPolicy
// Instructions for how to launch and maintain server processes on instances in
// the fleet. The runtime configuration defines one or more server process
// configurations, each identifying a build executable or Realtime script file and
// the number of processes of that type to run concurrently. The
// RuntimeConfiguration parameter is required unless the fleet is being configured
// using the older parameters ServerLaunchPath and ServerLaunchParameters , which
// are still supported for backward compatibility.
RuntimeConfiguration *types.RuntimeConfiguration
// The unique identifier for a Realtime configuration script to be deployed on
// fleet instances. You can use either the script ID or ARN. Scripts must be
// uploaded to Amazon GameLift prior to creating the fleet. This fleet property
// can't be changed after the fleet is created.
ScriptId *string
// This parameter is no longer used. Specify server launch parameters using the
// RuntimeConfiguration parameter. Requests that use this parameter instead
// continue to be valid.
ServerLaunchParameters *string
// This parameter is no longer used. Specify a server launch path using the
// RuntimeConfiguration parameter. Requests that use this parameter instead
// continue to be valid.
ServerLaunchPath *string
// A list of labels to assign to the new fleet resource. Tags are
// developer-defined key-value pairs. Tagging Amazon Web Services resources are
// useful for resource management, access management and cost allocation. For more
// information, see Tagging Amazon Web Services Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
// in the Amazon Web Services General Reference.
Tags []types.Tag
noSmithyDocumentSerde
}
type CreateFleetOutput struct {
// The properties for the new fleet, including the current status. All fleets are
// placed in NEW status on creation.
FleetAttributes *types.FleetAttributes
// The fleet's locations and life-cycle status of each location. For new fleets,
// the status of all locations is set to NEW . During fleet creation, Amazon
// GameLift updates each location status as instances are deployed there and
// prepared for game hosting. This list includes an entry for the fleet's home
// Region. For fleets with no remote locations, only one entry, representing the
// home Region, is returned.
LocationStates []types.LocationState
// Metadata pertaining to the operation's result.
ResultMetadata middleware.Metadata
noSmithyDocumentSerde
}
func (c *Client) addOperationCreateFleetMiddlewares(stack *middleware.Stack, options Options) (err error) {
if err := stack.Serialize.Add(&setOperationInputMiddleware{}, middleware.After); err != nil {
return err
}
err = stack.Serialize.Add(&awsAwsjson11_serializeOpCreateFleet{}, middleware.After)
if err != nil {
return err
}
err = stack.Deserialize.Add(&awsAwsjson11_deserializeOpCreateFleet{}, middleware.After)
if err != nil {
return err
}
if err := addProtocolFinalizerMiddlewares(stack, options, "CreateFleet"); err != nil {
return fmt.Errorf("add protocol finalizers: %v", err)
}
if err = addlegacyEndpointContextSetter(stack, options); 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 = awsmiddleware.AddRawResponseToMetadata(stack); err != nil {
return err
}
if err = awsmiddleware.AddRecordResponseTiming(stack); err != nil {
return err
}
if err = addClientUserAgent(stack, options); err != nil {
return err
}
if err = smithyhttp.AddErrorCloseResponseBodyMiddleware(stack); err != nil {
return err
}
if err = smithyhttp.AddCloseResponseBodyMiddleware(stack); err != nil {
return err
}
if err = addSetLegacyContextSigningOptionsMiddleware(stack); err != nil {
return err
}
if err = addOpCreateFleetValidationMiddleware(stack); err != nil {
return err
}
if err = stack.Initialize.Add(newServiceMetadataMiddleware_opCreateFleet(options.Region), middleware.Before); err != nil {
return err
}
if err = awsmiddleware.AddRecursionDetection(stack); 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
}
if err = addDisableHTTPSMiddleware(stack, options); err != nil {
return err
}
return nil
}
func newServiceMetadataMiddleware_opCreateFleet(region string) *awsmiddleware.RegisterServiceMetadata {
return &awsmiddleware.RegisterServiceMetadata{
Region: region,
ServiceID: ServiceID,
OperationName: "CreateFleet",
}
}
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