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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 Amazon GameLift FleetIQ-specific properties for a game
// server group. Many Auto Scaling group properties are updated on the Auto Scaling
// group directly, including the launch template, Auto Scaling policies, and
// maximum/minimum/desired instance counts. To update the game server group,
// specify the game server group ID and provide the updated values. Before applying
// the updates, the new values are validated to ensure that Amazon GameLift FleetIQ
// can continue to perform instance balancing activity. If successful, a
// GameServerGroup object is returned. Learn more Amazon GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)
func (c *Client) UpdateGameServerGroup(ctx context.Context, params *UpdateGameServerGroupInput, optFns ...func(*Options)) (*UpdateGameServerGroupOutput, error) {
if params == nil {
params = &UpdateGameServerGroupInput{}
}
result, metadata, err := c.invokeOperation(ctx, "UpdateGameServerGroup", params, optFns, c.addOperationUpdateGameServerGroupMiddlewares)
if err != nil {
return nil, err
}
out := result.(*UpdateGameServerGroupOutput)
out.ResultMetadata = metadata
return out, nil
}
type UpdateGameServerGroupInput struct {
// A unique identifier for the game server group. Use either the name or ARN value.
//
// This member is required.
GameServerGroupName *string
// Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and
// On-Demand Instances in the game server group. Method options include the
// following:
// - SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot
// Instances are unavailable or not viable for game hosting, the game server group
// provides no hosting capacity until Spot Instances can again be used. Until then,
// no new instances are started, and the existing nonviable Spot Instances are
// terminated (after current gameplay ends) and are not replaced.
// - SPOT_PREFERRED - (default value) Spot Instances are used whenever available
// in the game server group. If Spot Instances are unavailable, the game server
// group continues to provide hosting capacity by falling back to On-Demand
// Instances. Existing nonviable Spot Instances are terminated (after current
// gameplay ends) and are replaced with new On-Demand Instances.
// - ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group.
// No Spot Instances are used, even when available, while this balancing strategy
// is in force.
BalancingStrategy types.BalancingStrategy
// A flag that indicates whether instances in the game server group are protected
// from early termination. Unprotected instances that have active game servers
// running might be terminated during a scale-down event, causing players to be
// dropped from the game. Protected instances cannot be terminated while there are
// active game servers running except in the event of a forced game server group
// deletion (see ). An exception to this is with Spot Instances, which can be
// terminated by Amazon Web Services regardless of protection status. This property
// is set to NO_PROTECTION by default.
GameServerProtectionPolicy types.GameServerProtectionPolicy
// An updated list of Amazon EC2 instance types to use in the Auto Scaling group.
// The instance definitions must specify at least two different instance types that
// are supported by Amazon GameLift FleetIQ. This updated list replaces the entire
// current list of instance definitions for the game server group. For more
// information on instance types, see EC2 Instance Types (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html)
// in the Amazon EC2 User Guide. You can optionally specify capacity weighting for
// each instance type. If no weight value is specified for an instance type, it is
// set to the default value "1". For more information about capacity weighting, see
// Instance Weighting for Amazon EC2 Auto Scaling (https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html)
// in the Amazon EC2 Auto Scaling User Guide.
InstanceDefinitions []types.InstanceDefinition
// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
// ) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto
// Scaling groups.
RoleArn *string
noSmithyDocumentSerde
}
type UpdateGameServerGroupOutput struct {
// An object that describes the game server group resource with updated properties.
GameServerGroup *types.GameServerGroup
// Metadata pertaining to the operation's result.
ResultMetadata middleware.Metadata
noSmithyDocumentSerde
}
func (c *Client) addOperationUpdateGameServerGroupMiddlewares(stack *middleware.Stack, options Options) (err error) {
if err := stack.Serialize.Add(&setOperationInputMiddleware{}, middleware.After); err != nil {
return err
}
err = stack.Serialize.Add(&awsAwsjson11_serializeOpUpdateGameServerGroup{}, middleware.After)
if err != nil {
return err
}
err = stack.Deserialize.Add(&awsAwsjson11_deserializeOpUpdateGameServerGroup{}, middleware.After)
if err != nil {
return err
}
if err := addProtocolFinalizerMiddlewares(stack, options, "UpdateGameServerGroup"); 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 = addOpUpdateGameServerGroupValidationMiddleware(stack); err != nil {
return err
}
if err = stack.Initialize.Add(newServiceMetadataMiddleware_opUpdateGameServerGroup(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_opUpdateGameServerGroup(region string) *awsmiddleware.RegisterServiceMetadata {
return &awsmiddleware.RegisterServiceMetadata{
Region: region,
ServiceID: ServiceID,
OperationName: "UpdateGameServerGroup",
}
}
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