File: api_op_SearchGameSessions.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"
)

// Retrieves all active game sessions that match a set of search criteria and
// sorts them into a specified order. This operation is not designed to continually
// track game session status because that practice can cause you to exceed your API
// limit and generate errors. Instead, configure an Amazon Simple Notification
// Service (Amazon SNS) topic to receive notifications from a matchmaker or game
// session placement queue. When searching for game sessions, you specify exactly
// where you want to search and provide a search filter expression, a sort
// expression, or both. A search request can search only one fleet, but it can
// search all of a fleet's locations. This operation can be used in the following
// ways:
//   - To search all game sessions that are currently running on all locations in
//     a fleet, provide a fleet or alias ID. This approach returns game sessions in the
//     fleet's home Region and all remote locations that fit the search criteria.
//   - To search all game sessions that are currently running on a specific fleet
//     location, provide a fleet or alias ID and a location name. For location, you can
//     specify a fleet's home Region or any remote location.
//
// Use the pagination parameters to retrieve results as a set of sequential pages.
// If successful, a GameSession object is returned for each game session that
// matches the request. Search finds game sessions that are in ACTIVE status only.
// To retrieve information on game sessions in other statuses, use
// DescribeGameSessions (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessions.html)
// . To set search and sort criteria, create a filter expression using the
// following game session attributes. For game session search examples, see the
// Examples section of this topic.
//   - gameSessionId -- A unique identifier for the game session. You can use
//     either a GameSessionId or GameSessionArn value.
//   - gameSessionName -- Name assigned to a game session. Game session names do
//     not need to be unique to a game session.
//   - gameSessionProperties -- A set of key-value pairs that can store custom
//     data in a game session. For example: {"Key": "difficulty", "Value": "novice"}
//     . The filter expression must specify the GameProperty -- a Key and a string
//     Value to search for the game sessions. For example, to search for the above
//     key-value pair, specify the following search filter:
//     gameSessionProperties.difficulty = "novice" . All game property values are
//     searched as strings. For examples of searching game sessions, see the ones
//     below, and also see Search game sessions by game property (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties-search)
//     .
//   - maximumSessions -- Maximum number of player sessions allowed for a game
//     session.
//   - creationTimeMillis -- Value indicating when a game session was created. It
//     is expressed in Unix time as milliseconds.
//   - playerSessionCount -- Number of players currently connected to a game
//     session. This value changes rapidly as players join the session or drop out.
//   - hasAvailablePlayerSessions -- Boolean value indicating whether a game
//     session has reached its maximum number of players. It is highly recommended that
//     all search requests include this filter attribute to optimize search performance
//     and return only sessions that players can join.
//
// Returned values for playerSessionCount and hasAvailablePlayerSessions change
// quickly as players join sessions and others drop out. Results should be
// considered a snapshot in time. Be sure to refresh search results often, and
// handle sessions that fill up before a player can join. All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
func (c *Client) SearchGameSessions(ctx context.Context, params *SearchGameSessionsInput, optFns ...func(*Options)) (*SearchGameSessionsOutput, error) {
	if params == nil {
		params = &SearchGameSessionsInput{}
	}

	result, metadata, err := c.invokeOperation(ctx, "SearchGameSessions", params, optFns, c.addOperationSearchGameSessionsMiddlewares)
	if err != nil {
		return nil, err
	}

	out := result.(*SearchGameSessionsOutput)
	out.ResultMetadata = metadata
	return out, nil
}

type SearchGameSessionsInput struct {

	// A unique identifier for the alias associated with the fleet to search for
	// active game sessions. 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

	// String containing the search criteria for the session search. If no filter
	// expression is included, the request returns results for all game sessions in the
	// fleet that are in ACTIVE status. A filter expression can contain one or
	// multiple conditions. Each condition consists of the following:
	//   - Operand -- Name of a game session attribute. Valid values are
	//   gameSessionName , gameSessionId , gameSessionProperties , maximumSessions ,
	//   creationTimeMillis , playerSessionCount , hasAvailablePlayerSessions .
	//   - Comparator -- Valid comparators are: = , <> , < , > , <= , >= .
	//   - Value -- Value to be searched for. Values may be numbers, boolean values
	//   (true/false) or strings depending on the operand. String values are case
	//   sensitive and must be enclosed in single quotes. Special characters must be
	//   escaped. Boolean and string values can only be used with the comparators = and
	//   <> . For example, the following filter expression searches on gameSessionName
	//   : " FilterExpression": "gameSessionName = 'Matt\\'s Awesome Game 1'" .
	// To chain multiple conditions in a single expression, use the logical keywords
	// AND , OR , and NOT and parentheses as needed. For example: x AND y AND NOT z ,
	// NOT (x OR y) . Session search evaluates conditions from left to right using the
	// following precedence rules:
	//   - = , <> , < , > , <= , >=
	//   - Parentheses
	//   - NOT
	//   - AND
	//   - OR
	// For example, this filter expression retrieves game sessions hosting at least
	// ten players that have an open player slot: "maximumSessions>=10 AND
	// hasAvailablePlayerSessions=true" .
	FilterExpression *string

	// A unique identifier for the fleet to search for active game sessions. 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

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. The maximum number of results returned
	// is 20, even if this value is not set or is set higher than 20.
	Limit *int32

	// A fleet location to search for game sessions. You can specify a fleet's home
	// Region or a remote location. Use the Amazon Web Services Region code format,
	// such as us-west-2 .
	Location *string

	// A token that indicates the start of the next sequential page of results. Use
	// the token that is returned with a previous call to this operation. To start at
	// the beginning of the result set, do not specify a value.
	NextToken *string

	// Instructions on how to sort the search results. If no sort expression is
	// included, the request returns results in random order. A sort expression
	// consists of the following elements:
	//   - Operand -- Name of a game session attribute. Valid values are
	//   gameSessionName , gameSessionId , gameSessionProperties , maximumSessions ,
	//   creationTimeMillis , playerSessionCount , hasAvailablePlayerSessions .
	//   - Order -- Valid sort orders are ASC (ascending) and DESC (descending).
	// For example, this sort expression returns the oldest active sessions first:
	// "SortExpression": "creationTimeMillis ASC" . Results with a null value for the
	// sort operand are returned at the end of the list.
	SortExpression *string

	noSmithyDocumentSerde
}

type SearchGameSessionsOutput struct {

	// A collection of objects containing game session properties for each session
	// that matches the request.
	GameSessions []types.GameSession

	// A token that indicates where to resume retrieving results on the next call to
	// this operation. If no token is returned, these results represent the end of the
	// list.
	NextToken *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata

	noSmithyDocumentSerde
}

func (c *Client) addOperationSearchGameSessionsMiddlewares(stack *middleware.Stack, options Options) (err error) {
	if err := stack.Serialize.Add(&setOperationInputMiddleware{}, middleware.After); err != nil {
		return err
	}
	err = stack.Serialize.Add(&awsAwsjson11_serializeOpSearchGameSessions{}, middleware.After)
	if err != nil {
		return err
	}
	err = stack.Deserialize.Add(&awsAwsjson11_deserializeOpSearchGameSessions{}, middleware.After)
	if err != nil {
		return err
	}
	if err := addProtocolFinalizerMiddlewares(stack, options, "SearchGameSessions"); 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 = stack.Initialize.Add(newServiceMetadataMiddleware_opSearchGameSessions(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
}

// SearchGameSessionsAPIClient is a client that implements the SearchGameSessions
// operation.
type SearchGameSessionsAPIClient interface {
	SearchGameSessions(context.Context, *SearchGameSessionsInput, ...func(*Options)) (*SearchGameSessionsOutput, error)
}

var _ SearchGameSessionsAPIClient = (*Client)(nil)

// SearchGameSessionsPaginatorOptions is the paginator options for
// SearchGameSessions
type SearchGameSessionsPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. The maximum number of results returned
	// is 20, even if this value is not set or is set higher than 20.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

// SearchGameSessionsPaginator is a paginator for SearchGameSessions
type SearchGameSessionsPaginator struct {
	options   SearchGameSessionsPaginatorOptions
	client    SearchGameSessionsAPIClient
	params    *SearchGameSessionsInput
	nextToken *string
	firstPage bool
}

// NewSearchGameSessionsPaginator returns a new SearchGameSessionsPaginator
func NewSearchGameSessionsPaginator(client SearchGameSessionsAPIClient, params *SearchGameSessionsInput, optFns ...func(*SearchGameSessionsPaginatorOptions)) *SearchGameSessionsPaginator {
	if params == nil {
		params = &SearchGameSessionsInput{}
	}

	options := SearchGameSessionsPaginatorOptions{}
	if params.Limit != nil {
		options.Limit = *params.Limit
	}

	for _, fn := range optFns {
		fn(&options)
	}

	return &SearchGameSessionsPaginator{
		options:   options,
		client:    client,
		params:    params,
		firstPage: true,
		nextToken: params.NextToken,
	}
}

// HasMorePages returns a boolean indicating whether more pages are available
func (p *SearchGameSessionsPaginator) HasMorePages() bool {
	return p.firstPage || (p.nextToken != nil && len(*p.nextToken) != 0)
}

// NextPage retrieves the next SearchGameSessions page.
func (p *SearchGameSessionsPaginator) NextPage(ctx context.Context, optFns ...func(*Options)) (*SearchGameSessionsOutput, error) {
	if !p.HasMorePages() {
		return nil, fmt.Errorf("no more pages available")
	}

	params := *p.params
	params.NextToken = p.nextToken

	var limit *int32
	if p.options.Limit > 0 {
		limit = &p.options.Limit
	}
	params.Limit = limit

	result, err := p.client.SearchGameSessions(ctx, &params, optFns...)
	if err != nil {
		return nil, err
	}
	p.firstPage = false

	prevToken := p.nextToken
	p.nextToken = result.NextToken

	if p.options.StopOnDuplicateToken &&
		prevToken != nil &&
		p.nextToken != nil &&
		*prevToken == *p.nextToken {
		p.nextToken = nil
	}

	return result, nil
}

func newServiceMetadataMiddleware_opSearchGameSessions(region string) *awsmiddleware.RegisterServiceMetadata {
	return &awsmiddleware.RegisterServiceMetadata{
		Region:        region,
		ServiceID:     ServiceID,
		OperationName: "SearchGameSessions",
	}
}