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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 multiplayer game session for players in a specific fleet location.
// This operation prompts an available server process to start a game session and
// retrieves connection information for the new game session. As an alternative,
// consider using the Amazon GameLift game session placement feature with
// StartGameSessionPlacement (https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html)
// , which uses the FleetIQ algorithm and queues to optimize the placement process.
// When creating a game session, you specify exactly where you want to place it and
// provide a set of game session configuration settings. The target fleet must be
// in ACTIVE status. You can use this operation in the following ways:
// - To create a game session on an instance in a fleet's home Region, provide a
// fleet or alias ID along with your game session configuration.
// - To create a game session on an instance in a fleet's remote location,
// provide a fleet or alias ID and a location name, along with your game session
// configuration.
// - To create a game session on an instance in an Anywhere fleet, specify the
// fleet's custom location.
//
// If successful, Amazon GameLift initiates a workflow to start a new game session
// and returns a GameSession object containing the game session configuration and
// status. When the game session status is ACTIVE , it is updated with connection
// information and you can create player sessions for the game session. By default,
// newly created game sessions are open to new players. You can restrict new player
// access by using UpdateGameSession (https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSession.html)
// to change the game session's player session creation policy. Amazon GameLift
// retains logs for active for 14 days. To access the logs, call
// GetGameSessionLogUrl (https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetGameSessionLogUrl.html)
// to download the log files. Available in Amazon GameLift Local. Learn more Start
// a game session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)
// All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
func (c *Client) CreateGameSession(ctx context.Context, params *CreateGameSessionInput, optFns ...func(*Options)) (*CreateGameSessionOutput, error) {
if params == nil {
params = &CreateGameSessionInput{}
}
result, metadata, err := c.invokeOperation(ctx, "CreateGameSession", params, optFns, c.addOperationCreateGameSessionMiddlewares)
if err != nil {
return nil, err
}
out := result.(*CreateGameSessionOutput)
out.ResultMetadata = metadata
return out, nil
}
type CreateGameSessionInput struct {
// The maximum number of players that can be connected simultaneously to the game
// session.
//
// This member is required.
MaximumPlayerSessionCount *int32
// A unique identifier for the alias associated with the fleet to create a game
// session in. You can use either the alias ID or ARN value. Each request must
// reference either a fleet ID or alias ID, but not both.
AliasId *string
// A unique identifier for a player or entity creating the game session. If you
// add a resource creation limit policy to a fleet, the CreateGameSession
// operation requires a CreatorId . Amazon GameLift limits the number of game
// session creation requests with the same CreatorId in a specified time period.
// If you your fleet doesn't have a resource creation limit policy and you provide
// a CreatorId in your CreateGameSession requests, Amazon GameLift limits requests
// to one request per CreatorId per second. To not limit CreateGameSession
// requests with the same CreatorId , don't provide a CreatorId in your
// CreateGameSession request.
CreatorId *string
// A unique identifier for the fleet to create a game session in. You can use
// either the fleet ID or ARN value. Each request must reference either a fleet ID
// or alias ID, but not both.
FleetId *string
// A set of key-value pairs that can store custom data in a game session. For
// example: {"Key": "difficulty", "Value": "novice"} . For an example, see Create
// a game session with custom properties (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties-create)
// .
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 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
// This parameter is deprecated. Use IdempotencyToken instead. Custom string that
// uniquely identifies a request for a new game session. Maximum token length is 48
// characters. If provided, this string is included in the new game session's ID.
GameSessionId *string
// Custom string that uniquely identifies the new game session request. This is
// useful for ensuring that game session requests with the same idempotency token
// are processed only once. Subsequent requests with the same string return the
// original GameSession object, with an updated status. Maximum token length is 48
// characters. If provided, this string is included in the new game session's ID. A
// game session ARN has the following format: arn:aws:gamelift:::gamesession// .
// Idempotency tokens remain in use for 30 days after a game session has ended;
// game session objects are retained for this time period and then deleted.
IdempotencyToken *string
// A fleet's remote location to place the new game session in. If this parameter
// is not set, the new game session is placed in the fleet's home Region. Specify a
// remote location with an Amazon Web Services Region code such as us-west-2 . When
// using an Anywhere fleet, this parameter is required and must be set to the
// Anywhere fleet's custom location.
Location *string
// A descriptive label that is associated with a game session. Session names do
// not need to be unique.
Name *string
noSmithyDocumentSerde
}
type CreateGameSessionOutput struct {
// Object that describes the newly created game session record.
GameSession *types.GameSession
// Metadata pertaining to the operation's result.
ResultMetadata middleware.Metadata
noSmithyDocumentSerde
}
func (c *Client) addOperationCreateGameSessionMiddlewares(stack *middleware.Stack, options Options) (err error) {
if err := stack.Serialize.Add(&setOperationInputMiddleware{}, middleware.After); err != nil {
return err
}
err = stack.Serialize.Add(&awsAwsjson11_serializeOpCreateGameSession{}, middleware.After)
if err != nil {
return err
}
err = stack.Deserialize.Add(&awsAwsjson11_deserializeOpCreateGameSession{}, middleware.After)
if err != nil {
return err
}
if err := addProtocolFinalizerMiddlewares(stack, options, "CreateGameSession"); 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 = addOpCreateGameSessionValidationMiddleware(stack); err != nil {
return err
}
if err = stack.Initialize.Add(newServiceMetadataMiddleware_opCreateGameSession(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_opCreateGameSession(region string) *awsmiddleware.RegisterServiceMetadata {
return &awsmiddleware.RegisterServiceMetadata{
Region: region,
ServiceID: ServiceID,
OperationName: "CreateGameSession",
}
}
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