File: api_op_CreateFleet.go

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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",
	}
}