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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"
)
// This operation is used with the Amazon GameLift FleetIQ solution and game
// server groups. Updates information about a registered game server to help Amazon
// GameLift FleetIQ track game server availability. This operation is called by a
// game server process that is running on an instance in a game server group. Use
// this operation to update the following types of game server information. You can
// make all three types of updates in the same request:
// - To update the game server's utilization status from AVAILABLE (when the game
// server is available to be claimed) to UTILIZED (when the game server is
// currently hosting games). Identify the game server and game server group and
// specify the new utilization status. You can't change the status from to
// UTILIZED to AVAILABLE .
// - To report health status, identify the game server and game server group and
// set health check to HEALTHY . If a game server does not report health status
// for a certain length of time, the game server is no longer considered healthy.
// As a result, it will be eventually deregistered from the game server group to
// avoid affecting utilization metrics. The best practice is to report health every
// 60 seconds.
// - To change game server metadata, provide updated game server data.
//
// Once a game server is successfully updated, the relevant statuses and
// timestamps are updated. Learn more Amazon GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)
func (c *Client) UpdateGameServer(ctx context.Context, params *UpdateGameServerInput, optFns ...func(*Options)) (*UpdateGameServerOutput, error) {
if params == nil {
params = &UpdateGameServerInput{}
}
result, metadata, err := c.invokeOperation(ctx, "UpdateGameServer", params, optFns, c.addOperationUpdateGameServerMiddlewares)
if err != nil {
return nil, err
}
out := result.(*UpdateGameServerOutput)
out.ResultMetadata = metadata
return out, nil
}
type UpdateGameServerInput struct {
// A unique identifier for the game server group where the game server is running.
//
// This member is required.
GameServerGroupName *string
// A custom string that uniquely identifies the game server to update.
//
// This member is required.
GameServerId *string
// A set of custom game server properties, formatted as a single string value.
// This data is passed to a game client or service when it requests information on
// game servers.
GameServerData *string
// Indicates health status of the game server. A request that includes this
// parameter updates the game server's LastHealthCheckTime timestamp.
HealthCheck types.GameServerHealthCheck
// Indicates if the game server is available or is currently hosting gameplay. You
// can update a game server status from AVAILABLE to UTILIZED , but you can't
// change a the status from UTILIZED to AVAILABLE .
UtilizationStatus types.GameServerUtilizationStatus
noSmithyDocumentSerde
}
type UpdateGameServerOutput struct {
// Object that describes the newly updated game server.
GameServer *types.GameServer
// Metadata pertaining to the operation's result.
ResultMetadata middleware.Metadata
noSmithyDocumentSerde
}
func (c *Client) addOperationUpdateGameServerMiddlewares(stack *middleware.Stack, options Options) (err error) {
if err := stack.Serialize.Add(&setOperationInputMiddleware{}, middleware.After); err != nil {
return err
}
err = stack.Serialize.Add(&awsAwsjson11_serializeOpUpdateGameServer{}, middleware.After)
if err != nil {
return err
}
err = stack.Deserialize.Add(&awsAwsjson11_deserializeOpUpdateGameServer{}, middleware.After)
if err != nil {
return err
}
if err := addProtocolFinalizerMiddlewares(stack, options, "UpdateGameServer"); 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 = addOpUpdateGameServerValidationMiddleware(stack); err != nil {
return err
}
if err = stack.Initialize.Add(newServiceMetadataMiddleware_opUpdateGameServer(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_opUpdateGameServer(region string) *awsmiddleware.RegisterServiceMetadata {
return &awsmiddleware.RegisterServiceMetadata{
Region: region,
ServiceID: ServiceID,
OperationName: "UpdateGameServer",
}
}
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