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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 placement queue that processes requests for new game sessions. A
// queue uses FleetIQ algorithms to determine the best placement locations and find
// an available game server there, then prompts the game server process to start a
// new game session. A game session queue is configured with a set of destinations
// (Amazon GameLift fleets or aliases), which determine the locations where the
// queue can place new game sessions. These destinations can span multiple fleet
// types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If
// the queue includes multi-location fleets, the queue is able to place game
// sessions in all of a fleet's remote locations. You can opt to filter out
// individual locations if needed. The queue configuration also determines how
// FleetIQ selects the best available placement for a new game session. Before
// searching for an available game server, FleetIQ first prioritizes the queue's
// destinations and locations, with the best placement locations on top. You can
// set up the queue to use the FleetIQ default prioritization or provide an
// alternate set of priorities. To create a new queue, provide a name, timeout
// value, and a list of destinations. Optionally, specify a sort configuration
// and/or a filter, and define a set of latency cap policies. You can also include
// the ARN for an Amazon Simple Notification Service (SNS) topic to receive
// notifications of game session placement activity. Notifications using SNS or
// CloudWatch events is the preferred way to track placement activity. If
// successful, a new GameSessionQueue object is returned with an assigned queue
// ARN. New game session requests, which are submitted to queue with
// StartGameSessionPlacement (https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html)
// or StartMatchmaking (https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartMatchmaking.html)
// , reference a queue's name or ARN. Learn more Design a game session queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html)
// Create a game session queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html)
// Related actions CreateGameSessionQueue (https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateGameSessionQueue.html)
// | DescribeGameSessionQueues (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessionQueues.html)
// | UpdateGameSessionQueue (https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSessionQueue.html)
// | DeleteGameSessionQueue (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DeleteGameSessionQueue.html)
// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
func (c *Client) CreateGameSessionQueue(ctx context.Context, params *CreateGameSessionQueueInput, optFns ...func(*Options)) (*CreateGameSessionQueueOutput, error) {
if params == nil {
params = &CreateGameSessionQueueInput{}
}
result, metadata, err := c.invokeOperation(ctx, "CreateGameSessionQueue", params, optFns, c.addOperationCreateGameSessionQueueMiddlewares)
if err != nil {
return nil, err
}
out := result.(*CreateGameSessionQueueOutput)
out.ResultMetadata = metadata
return out, nil
}
type CreateGameSessionQueueInput struct {
// A descriptive label that is associated with game session queue. Queue names
// must be unique within each Region.
//
// This member is required.
Name *string
// Information to be added to all events that are related to this game session
// queue.
CustomEventData *string
// A list of fleets and/or fleet aliases that can be used to fulfill game session
// placement requests in the queue. Destinations are identified by either a fleet
// ARN or a fleet alias ARN, and are listed in order of placement preference.
Destinations []types.GameSessionQueueDestination
// A list of locations where a queue is allowed to place new game sessions.
// Locations are specified in the form of Amazon Web Services Region codes, such as
// us-west-2 . If this parameter is not set, game sessions can be placed in any
// queue location.
FilterConfiguration *types.FilterConfiguration
// An SNS topic ARN that is set up to receive game session placement
// notifications. See Setting up notifications for game session placement (https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html)
// .
NotificationTarget *string
// A set of policies that act as a sliding cap on player latency. FleetIQ works to
// deliver low latency for most players in a game session. These policies ensure
// that no individual player can be placed into a game with unreasonably high
// latency. Use multiple policies to gradually relax latency requirements a step at
// a time. Multiple policies are applied based on their maximum allowed latency,
// starting with the lowest value.
PlayerLatencyPolicies []types.PlayerLatencyPolicy
// Custom settings to use when prioritizing destinations and locations for game
// session placements. This configuration replaces the FleetIQ default
// prioritization process. Priority types that are not explicitly named will be
// automatically applied at the end of the prioritization process.
PriorityConfiguration *types.PriorityConfiguration
// A list of labels to assign to the new game session queue 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
// The maximum time, in seconds, that a new game session placement request remains
// in the queue. When a request exceeds this time, the game session placement
// changes to a TIMED_OUT status. By default, this property is set to 600 .
TimeoutInSeconds *int32
noSmithyDocumentSerde
}
type CreateGameSessionQueueOutput struct {
// An object that describes the newly created game session queue.
GameSessionQueue *types.GameSessionQueue
// Metadata pertaining to the operation's result.
ResultMetadata middleware.Metadata
noSmithyDocumentSerde
}
func (c *Client) addOperationCreateGameSessionQueueMiddlewares(stack *middleware.Stack, options Options) (err error) {
if err := stack.Serialize.Add(&setOperationInputMiddleware{}, middleware.After); err != nil {
return err
}
err = stack.Serialize.Add(&awsAwsjson11_serializeOpCreateGameSessionQueue{}, middleware.After)
if err != nil {
return err
}
err = stack.Deserialize.Add(&awsAwsjson11_deserializeOpCreateGameSessionQueue{}, middleware.After)
if err != nil {
return err
}
if err := addProtocolFinalizerMiddlewares(stack, options, "CreateGameSessionQueue"); 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 = addOpCreateGameSessionQueueValidationMiddleware(stack); err != nil {
return err
}
if err = stack.Initialize.Add(newServiceMetadataMiddleware_opCreateGameSessionQueue(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_opCreateGameSessionQueue(region string) *awsmiddleware.RegisterServiceMetadata {
return &awsmiddleware.RegisterServiceMetadata{
Region: region,
ServiceID: ServiceID,
OperationName: "CreateGameSessionQueue",
}
}
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