File: types.go

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golang-github-aws-aws-sdk-go-v2 1.24.1-2~bpo12%2B1
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// Code generated by smithy-go-codegen DO NOT EDIT.

package types

import (
	smithydocument "github.com/aws/smithy-go/document"
	"time"
)

// Properties that describe an alias resource. Related actions All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
type Alias struct {

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) that is assigned to a Amazon GameLift alias resource and uniquely identifies
	// it. ARNs are unique across all Regions. Format is
	// arn:aws:gamelift:::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 . In a
	// GameLift alias ARN, the resource ID matches the alias ID value.
	AliasArn *string

	// A unique identifier for the alias. Alias IDs are unique within a Region.
	AliasId *string

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057" ).
	CreationTime *time.Time

	// A human-readable description of an alias.
	Description *string

	// The time that this data object was last modified. Format is a number expressed
	// in Unix time as milliseconds (for example "1469498468.057" ).
	LastUpdatedTime *time.Time

	// A descriptive label that is associated with an alias. Alias names do not need
	// to be unique.
	Name *string

	// The routing configuration, including routing type and fleet target, for the
	// alias.
	RoutingStrategy *RoutingStrategy

	noSmithyDocumentSerde
}

// Amazon GameLift Anywhere configuration options for your Anywhere fleets.
type AnywhereConfiguration struct {

	// The cost to run your fleet per hour. Amazon GameLift uses the provided cost of
	// your fleet to balance usage in queues. For more information about queues, see
	// Setting up queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html)
	// in the Amazon GameLift Developer Guide.
	//
	// This member is required.
	Cost *string

	noSmithyDocumentSerde
}

// Values for use in player attribute key-value pairs. This object lets you
// specify an attribute value using any of the valid data types: string, number,
// string array, or data map. Each AttributeValue object can use only one of the
// available properties.
type AttributeValue struct {

	// For number values, expressed as double.
	N *float64

	// For single string values. Maximum string length is 100 characters.
	S *string

	// For a map of up to 10 data type:value pairs. Maximum length for each string
	// value is 100 characters.
	SDM map[string]float64

	// For a list of up to 100 strings. Maximum length for each string is 100
	// characters. Duplicate values are not recognized; all occurrences of the repeated
	// value after the first of a repeated value are ignored.
	SL []string

	noSmithyDocumentSerde
}

// Amazon Web Services account security credentials that allow interactions with
// Amazon GameLift resources. The credentials are temporary and valid for a limited
// time span. You can request fresh credentials at any time. Amazon Web Services
// security credentials consist of three parts: an access key ID, a secret access
// key, and a session token. You must use all three parts together to authenticate
// your access requests. You need Amazon Web Services credentials for the following
// tasks:
//   - To upload a game server build directly to Amazon GameLift S3 storage using
//     CreateBuild . To get access for this task, call RequestUploadCredentials .
//   - To remotely connect to an active Amazon GameLift fleet instances. To get
//     remote access, call GetComputeAccess .
type AwsCredentials struct {

	// The access key ID that identifies the temporary security credentials.
	AccessKeyId *string

	// The secret access key that can be used to sign requests.
	SecretAccessKey *string

	// The token that users must pass to the service API to use the temporary
	// credentials.
	SessionToken *string

	noSmithyDocumentSerde
}

// Properties describing a custom game build. All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
type Build struct {

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs
	// are unique across all Regions. Format is
	// arn:aws:gamelift:::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 . In a
	// GameLift build ARN, the resource ID matches the BuildId value.
	BuildArn *string

	// A unique identifier for the build.
	BuildId *string

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057" ).
	CreationTime *time.Time

	// A descriptive label associated with a build. Build names don't need to be
	// unique. It can be set using CreateBuild (https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateBuild.html)
	// or UpdateBuild (https://docs.aws.amazon.com/gamelift/latest/apireference/UpdateBuild)
	// .
	Name *string

	// Operating system that the game server binaries are built to run on. This value
	// determines the type of fleet resources that you can use for this build.
	OperatingSystem OperatingSystem

	// The Amazon GameLift Server SDK version used to develop your game server.
	ServerSdkVersion *string

	// File size of the uploaded game build, expressed in bytes. When the build status
	// is INITIALIZED or when using a custom Amazon S3 storage location, this value is
	// 0.
	SizeOnDisk *int64

	// Current status of the build. Possible build statuses include the following:
	//   - INITIALIZED -- A new build has been defined, but no files have been
	//   uploaded. You cannot create fleets for builds that are in this status. When a
	//   build is successfully created, the build status is set to this value.
	//   - READY -- The game build has been successfully uploaded. You can now create
	//   new fleets for this build.
	//   - FAILED -- The game build upload failed. You cannot create new fleets for
	//   this build.
	Status BuildStatus

	// Version information associated with a build or script. Version strings don't
	// need to be unique.
	Version *string

	noSmithyDocumentSerde
}

// Determines whether a TLS/SSL certificate is generated for a fleet. This feature
// must be enabled when creating the fleet. All instances in a fleet share the same
// certificate. The certificate can be retrieved by calling the Amazon GameLift
// Server SDK (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html)
// operation GetInstanceCertificate .
type CertificateConfiguration struct {

	// Indicates whether a TLS/SSL certificate is generated for a fleet. Valid values
	// include:
	//   - GENERATED - Generate a TLS/SSL certificate for this fleet.
	//   - DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet.
	//
	// This member is required.
	CertificateType CertificateType

	noSmithyDocumentSerde
}

// This data type is used with the Amazon GameLift FleetIQ and game server groups.
// Filters which game servers may be claimed when calling ClaimGameServer .
type ClaimFilterOption struct {

	// List of instance statuses that game servers may be claimed on. If provided, the
	// list must contain the ACTIVE status.
	InstanceStatuses []FilterInstanceStatus

	noSmithyDocumentSerde
}

// An Amazon GameLift compute resource for hosting your game servers. A compute
// can be an EC2instance in a managed EC2 fleet or a registered compute in an
// Anywhere fleet.
type Compute struct {

	// The ARN that is assigned to a compute resource and uniquely identifies it. ARNs
	// are unique across locations. Instances in managed EC2 fleets are not assigned a
	// ComputeARN.
	ComputeArn *string

	// A descriptive label for the compute resource. For instances in a managed EC2
	// fleet, the compute name is an instance ID.
	ComputeName *string

	// Current status of the compute. A compute must have an ACTIVE status to host
	// game sessions.
	ComputeStatus ComputeStatus

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057" ).
	CreationTime *time.Time

	// The DNS name of a compute resource. Amazon GameLift requires a DNS name or IP
	// address for a compute.
	DnsName *string

	// The Amazon Resource Name (ARN) of the fleet that the compute belongs to.
	FleetArn *string

	// A unique identifier for the fleet that the compute belongs to.
	FleetId *string

	// The Amazon GameLift SDK endpoint connection for a registered compute resource
	// in an Anywhere fleet. The game servers on the compute use this endpoint to
	// connect to the Amazon GameLift service.
	GameLiftServiceSdkEndpoint *string

	// The IP address of a compute resource. Amazon GameLift requires a DNS name or IP
	// address for a compute.
	IpAddress *string

	// The name of the custom location you added to the fleet that this compute
	// resource resides in.
	Location *string

	// The type of operating system on the compute resource.
	OperatingSystem OperatingSystem

	// The Amazon EC2 instance type that the fleet uses. For registered computes in an
	// Amazon GameLift Anywhere fleet, this property is empty.
	Type EC2InstanceType

	noSmithyDocumentSerde
}

// Player information for use when creating player sessions using a game session
// placement request.
type DesiredPlayerSession struct {

	// Developer-defined information related to a player. Amazon GameLift does not use
	// this data, so it can be formatted as needed for use in the game.
	PlayerData *string

	// A unique identifier for a player to associate with the player session.
	PlayerId *string

	noSmithyDocumentSerde
}

// Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances.
// Pending and terminating counts are non-zero when the fleet capacity is adjusting
// to a scaling event or if access to resources is temporarily affected.
type EC2InstanceCounts struct {

	// Actual number of instances that are ready to host game sessions.
	ACTIVE *int32

	// Requested number of active instances. Amazon GameLift takes action as needed to
	// maintain the desired number of instances. Capacity is scaled up or down by
	// changing the desired instances. A change in the desired instances value can take
	// up to 1 minute to be reflected when viewing a fleet's capacity settings.
	DESIRED *int32

	// Number of active instances that are not currently hosting a game session.
	IDLE *int32

	// The maximum instance count value allowed.
	MAXIMUM *int32

	// The minimum instance count value allowed.
	MINIMUM *int32

	// Number of instances that are starting but not yet active.
	PENDING *int32

	// Number of instances that are no longer active but haven't yet been terminated.
	TERMINATING *int32

	noSmithyDocumentSerde
}

// The Amazon GameLift service limits for an Amazon EC2 instance type and current
// utilization. Amazon GameLift allows Amazon Web Services accounts a maximum
// number of instances, per instance type, per Amazon Web Services Region or
// location, for use with Amazon GameLift. You can request an limit increase for
// your account by using the Service limits page in the Amazon GameLift console.
type EC2InstanceLimit struct {

	// The number of instances for the specified type and location that are currently
	// being used by the Amazon Web Services account.
	CurrentInstances *int32

	// The name of an Amazon EC2 instance type. See Amazon Elastic Compute Cloud
	// Instance Types (http://aws.amazon.com/ec2/instance-types/) for detailed
	// descriptions.
	EC2InstanceType EC2InstanceType

	// The number of instances that is allowed for the specified instance type and
	// location.
	InstanceLimit *int32

	// An Amazon Web Services Region code, such as us-west-2 .
	Location *string

	noSmithyDocumentSerde
}

// Log entry describing an event that involves Amazon GameLift resources (such as
// a fleet). In addition to tracking activity, event codes and messages can provide
// additional information for troubleshooting and debugging problems.
type Event struct {

	// The type of event being logged. Fleet state transition events:
	//   - FLEET_CREATED -- A fleet resource was successfully created with a status of
	//   NEW . Event messaging includes the fleet ID.
	//   - FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING .
	//   The compressed build has started downloading to a fleet instance for
	//   installation.
	//   - FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to
	//   VALIDATING . Amazon GameLift has successfully downloaded the build and is now
	//   validating the build files.
	//   - FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING .
	//   Amazon GameLift has successfully verified the build files and is now running the
	//   installation scripts.
	//   - FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING .
	//   Amazon GameLift is trying to launch an instance and test the connectivity
	//   between the build and the Amazon GameLift Service via the Server SDK.
	//   - FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to ACTIVE .
	//   The fleet is now ready to host game sessions.
	//   - FLEET_STATE_ERROR -- The Fleet's status changed to ERROR . Describe the
	//   fleet event message for more details.
	// Fleet creation events (ordered by fleet creation activity):
	//   - FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet
	//   instance.
	//   - FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully
	//   downloaded to an instance, and the build files are now being extracted from the
	//   uploaded build and saved to an instance. Failure at this stage prevents a fleet
	//   from moving to ACTIVE status. Logs for this stage display a list of the files
	//   that are extracted and saved on the instance. Access the logs by using the URL
	//   in PreSignedLogUrl.
	//   - FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were
	//   successfully extracted, and the GameLift is now running the build's install
	//   script (if one is included). Failure in this stage prevents a fleet from moving
	//   to ACTIVE status. Logs for this stage list the installation steps and whether or
	//   not the install completed successfully. Access the logs by using the URL in
	//   PreSignedLogUrl.
	//   - FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was
	//   successful, and the GameLift is now verifying that the game server launch paths,
	//   which are specified in the fleet's runtime configuration, exist. If any listed
	//   launch path exists, Amazon GameLift tries to launch a game server process and
	//   waits for the process to report ready. Failures in this stage prevent a fleet
	//   from moving to ACTIVE status. Logs for this stage list the launch paths in the
	//   runtime configuration and indicate whether each is found. Access the logs by
	//   using the URL in PreSignedLogUrl.
	//   - FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime
	//   configuration failed because the executable specified in a launch path does not
	//   exist on the instance.
	//   - FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime
	//   configuration failed because the executable specified in a launch path failed to
	//   run on the fleet instance.
	//   - FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of
	//   creation timed out. Try fleet creation again.
	//   - FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete one of
	//   the steps in the fleet activation process. This event code indicates that the
	//   game build was successfully downloaded to a fleet instance, built, and
	//   validated, but was not able to start a server process. For more information, see
	//   Debug Fleet Creation Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation)
	//   .
	//   - FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to
	//   obtain any instances based on the input fleet attributes. Try again at a
	//   different time or choose a different combination of fleet attributes such as
	//   fleet type, instance type, etc.
	//   - FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet
	//   creation. Describe the fleet event message for more details.
	// VPC peering events:
	//   - FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been
	//   established between the VPC for an Amazon GameLift fleet and a VPC in your
	//   Amazon Web Services account.
	//   - FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed.
	//   Event details and status information provide additional detail. A common reason
	//   for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4
	//   addresses. To resolve this, change the CIDR block for the VPC in your Amazon Web
	//   Services account. For more information on VPC peering failures, see
	//   https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html (https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html)
	//   - FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully
	//   deleted.
	// Spot instance events:
	//   - INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a
	//   two-minute notification.
	//   - INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of
	//   interruption and is scheduled to be recycled once it has no active game
	//   sessions.
	// Server process events:
	//   - SERVER_PROCESS_INVALID_PATH -- The game server executable or script could
	//   not be found based on the Fleet runtime configuration. Check that the launch
	//   path is correct based on the operating system of the Fleet.
	//   - SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not
	//   call InitSDK() within the time expected (5 minutes). Check your game session
	//   log to see why InitSDK() was not called in time.
	//   - SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call
	//   ProcessReady() within the time expected (5 minutes) after calling InitSDK() .
	//   Check your game session log to see why ProcessReady() was not called in time.
	//   - SERVER_PROCESS_CRASHED -- The server process exited without calling
	//   ProcessEnding() . Check your game session log to see why ProcessEnding() was
	//   not called.
	//   - SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a
	//   valid health check for too long and was therefore terminated by GameLift. Check
	//   your game session log to see if the thread became stuck processing a synchronous
	//   task for too long.
	//   - SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly
	//   within the time expected after OnProcessTerminate() was sent. Check your game
	//   session log to see why termination took longer than expected.
	//   - SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit
	//   cleanly within the time expected (30 seconds) after calling ProcessEnding() .
	//   Check your game session log to see why termination took longer than expected.
	// Game session events:
	//   - GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within
	//   the expected time. Check your game session log to see why
	//   ActivateGameSession() took longer to complete than expected.
	// Other fleet events:
	//   - FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings
	//   (desired instances, minimum/maximum scaling limits). Event messaging includes
	//   the new capacity settings.
	//   - FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to
	//   the fleet's game session protection policy setting. Event messaging includes
	//   both the old and new policy setting.
	//   - FLEET_DELETED -- A request to delete a fleet was initiated.
	//   - GENERIC_EVENT -- An unspecified event has occurred.
	EventCode EventCode

	// A unique identifier for a fleet event.
	EventId *string

	// Time stamp indicating when this event occurred. Format is a number expressed in
	// Unix time as milliseconds (for example "1469498468.057" ).
	EventTime *time.Time

	// Additional information related to the event.
	Message *string

	// Location of stored logs with additional detail that is related to the event.
	// This is useful for debugging issues. The URL is valid for 15 minutes. You can
	// also access fleet creation logs through the Amazon GameLift console.
	PreSignedLogUrl *string

	// A unique identifier for an event resource, such as a fleet ID.
	ResourceId *string

	noSmithyDocumentSerde
}

// A list of fleet locations where a game session queue can place new game
// sessions. You can use a filter to temporarily turn off placements for specific
// locations. For queues that have multi-location fleets, you can use a filter
// configuration allow placement with some, but not all of these locations.
type FilterConfiguration struct {

	// A list of locations to allow game session placement in, in the form of Amazon
	// Web Services Region codes such as us-west-2 .
	AllowedLocations []string

	noSmithyDocumentSerde
}

// Describes a Amazon GameLift fleet of game hosting resources. Related actions
type FleetAttributes struct {

	// Amazon GameLift Anywhere configuration options for your Anywhere fleets.
	AnywhereConfiguration *AnywhereConfiguration

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) associated with the Amazon GameLift build resource that is deployed on
	// instances in this fleet. In a GameLift build ARN, the resource ID matches the
	// BuildId value.
	BuildArn *string

	// A unique identifier for the build resource that is deployed on instances in
	// this fleet.
	BuildId *string

	// Determines whether a TLS/SSL certificate is generated for a fleet. This feature
	// must be enabled when creating the fleet. All instances in a fleet share the same
	// certificate. The certificate can be retrieved by calling the Amazon GameLift
	// Server SDK (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html)
	// operation GetInstanceCertificate .
	CertificateConfiguration *CertificateConfiguration

	// The type of compute resource used to host your game servers. You can use your
	// own compute resources with Amazon GameLift Anywhere or use Amazon EC2 instances
	// with managed Amazon GameLift.
	ComputeType ComputeType

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057" ).
	CreationTime *time.Time

	// A human-readable description of the fleet.
	Description *string

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) that is assigned to a Amazon GameLift fleet resource and uniquely identifies
	// it. ARNs are unique across all Regions. Format is
	// arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 . In a
	// GameLift fleet ARN, the resource ID matches the FleetId value.
	FleetArn *string

	// A unique identifier for the fleet.
	FleetId *string

	// Indicates whether to use On-Demand or Spot instances for this fleet. By
	// default, this property is set to ON_DEMAND . Learn more about when to use
	// On-Demand versus Spot Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot)
	// . This fleet property can't be changed after the fleet is created.
	FleetType FleetType

	// A unique identifier for an IAM role with access permissions to other Amazon Web
	// Services services. Any application that runs on an instance in the
	// fleet--including install scripts, server processes, and other processes--can use
	// these permissions to interact with Amazon Web Services resources that you own or
	// have access to. For more information about using the role with your game server
	// builds, see Communicate with other Amazon Web Services resources from your
	// fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html)
	// .
	InstanceRoleArn *string

	// Indicates that fleet instances maintain a shared credentials file for the IAM
	// role defined in InstanceRoleArn . Shared credentials allow applications that are
	// deployed with the game server executable to communicate with other Amazon Web
	// Services resources. This property is used only when the game server is
	// integrated with the server SDK version 5.x. For more information about using
	// shared credentials, see Communicate with other Amazon Web Services resources
	// from your fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html)
	// .
	InstanceRoleCredentialsProvider InstanceRoleCredentialsProvider

	// The Amazon EC2 instance type that determines the computing resources of each
	// instance in the fleet. Instance type defines the CPU, memory, storage, and
	// networking capacity. See Amazon Elastic Compute Cloud Instance Types (http://aws.amazon.com/ec2/instance-types/)
	// for detailed descriptions.
	InstanceType EC2InstanceType

	// This parameter is no longer used. Game session log paths are now defined using
	// the Amazon GameLift server API ProcessReady() logParameters . See more
	// information in the Server API Reference (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process)
	// .
	LogPaths []string

	// Name of a metric group that metrics for this fleet are added to. In Amazon
	// CloudWatch, you can view aggregated metrics for fleets that are in a metric
	// group. A fleet can be included in only one metric group at a time.
	MetricGroups []string

	// A descriptive label that is associated with a fleet. Fleet names do not need to
	// be unique.
	Name *string

	// The type of game session protection to set on all new instances that are
	// started in the fleet.
	//   - NoProtection -- The game session can be terminated during a scale-down
	//   event.
	//   - FullProtection -- If the game session is in an ACTIVE status, it cannot be
	//   terminated during a scale-down event.
	NewGameSessionProtectionPolicy ProtectionPolicy

	// The operating system of the fleet's computing resources. A fleet's operating
	// system is determined by the OS of the build or script that is deployed on this
	// fleet.
	OperatingSystem OperatingSystem

	// A policy that puts limits on the number of game sessions that a player can
	// create within a specified span of time. With this policy, you can control
	// players' ability to consume available resources. The policy is evaluated when a
	// player tries to create a new game session. On receiving a CreateGameSession
	// request, Amazon GameLift checks that the player (identified by CreatorId ) has
	// created fewer than game session limit in the specified time period.
	ResourceCreationLimitPolicy *ResourceCreationLimitPolicy

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) associated with the GameLift script resource that is deployed on instances in
	// this fleet. In a GameLift script ARN, the resource ID matches the ScriptId
	// value.
	ScriptArn *string

	// A unique identifier for the Realtime script resource that is deployed on
	// instances in this fleet.
	ScriptId *string

	// This parameter is no longer used. Server launch parameters are now defined
	// using the fleet's runtime configuration . Requests that use this parameter
	// instead continue to be valid.
	ServerLaunchParameters *string

	// This parameter is no longer used. Server launch paths are now defined using the
	// fleet's RuntimeConfiguration (https://docs.aws.amazon.com/gamelift/latest/apireference/RuntimeConfiguration.html)
	// . Requests that use this parameter instead continue to be valid.
	ServerLaunchPath *string

	// Current status of the fleet. Possible fleet statuses include the following:
	//   - NEW -- A new fleet has been defined and desired instances is set to 1.
	//   - DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting up
	//   the new fleet, creating new instances with the game build or Realtime script and
	//   starting server processes.
	//   - ACTIVE -- Hosts can now accept game sessions.
	//   - ERROR -- An error occurred when downloading, validating, building, or
	//   activating the fleet.
	//   - DELETING -- Hosts are responding to a delete fleet request.
	//   - TERMINATED -- The fleet no longer exists.
	Status FleetStatus

	// A list of fleet activity that has been suspended using StopFleetActions (https://docs.aws.amazon.com/gamelift/latest/apireference/API_StopFleetActions.html)
	// . This includes fleet auto-scaling.
	StoppedActions []FleetAction

	// A time stamp indicating when this data object was terminated. Format is a
	// number expressed in Unix time as milliseconds (for example "1469498468.057" ).
	TerminationTime *time.Time

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// Current resource capacity settings in a specified fleet or location. The
// location value might refer to a fleet's remote location or its home Region.
// Related actions DescribeFleetCapacity (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetCapacity.html)
// | DescribeFleetLocationCapacity (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html)
// | UpdateFleetCapacity (https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetCapacity.html)
type FleetCapacity struct {

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) that is assigned to a Amazon GameLift fleet resource and uniquely identifies
	// it. ARNs are unique across all Regions. Format is
	// arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 .
	FleetArn *string

	// A unique identifier for the fleet associated with the location.
	FleetId *string

	// Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances.
	// Pending and terminating counts are non-zero when the fleet capacity is adjusting
	// to a scaling event or if access to resources is temporarily affected.
	InstanceCounts *EC2InstanceCounts

	// The Amazon EC2 instance type that is used for all instances in a fleet. The
	// instance type determines the computing resources in use, including CPU, memory,
	// storage, and networking capacity. See Amazon Elastic Compute Cloud Instance
	// Types (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions.
	InstanceType EC2InstanceType

	// The fleet location for the instance count information, expressed as an Amazon
	// Web Services Region code, such as us-west-2 .
	Location *string

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// Current resource utilization statistics in a specified fleet or location. The
// location value might refer to a fleet's remote location or its home Region.
// Related actions
type FleetUtilization struct {

	// The number of active game sessions that are currently being hosted across all
	// instances in the fleet location.
	ActiveGameSessionCount *int32

	// The number of server processes in ACTIVE status that are currently running
	// across all instances in the fleet location.
	ActiveServerProcessCount *int32

	// The number of active player sessions that are currently being hosted across all
	// instances in the fleet location.
	CurrentPlayerSessionCount *int32

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) that is assigned to a Amazon GameLift fleet resource and uniquely identifies
	// it. ARNs are unique across all Regions. Format is
	// arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 .
	FleetArn *string

	// A unique identifier for the fleet associated with the location.
	FleetId *string

	// The fleet location for the fleet utilization information, expressed as an
	// Amazon Web Services Region code, such as us-west-2 .
	Location *string

	// The maximum number of players allowed across all game sessions that are
	// currently being hosted across all instances in the fleet location.
	MaximumPlayerSessionCount *int32

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// This key-value pair can store custom data about a game session. For example,
// you might use a GameProperty to track a game session's map, level of
// difficulty, or remaining time. The difficulty level could be specified like
// this: {"Key": "difficulty", "Value":"Novice"} . You can set game properties when
// creating a game session. You can also modify game properties of an active game
// session. When searching for game sessions, you can filter on game property keys
// and values. You can't delete game properties from a game session. For examples
// of working with game properties, see Create a game session with properties (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties)
// .
type GameProperty struct {

	// The game property identifier.
	//
	// This member is required.
	Key *string

	// The game property value.
	//
	// This member is required.
	Value *string

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// This data type is used with the Amazon GameLift FleetIQ and game server groups.
// Properties describing a game server that is running on an instance in a game
// server group. A game server is created by a successful call to
// RegisterGameServer and deleted by calling DeregisterGameServer . A game server
// is claimed to host a game session by calling ClaimGameServer .
type GameServer struct {

	// Indicates when an available game server has been reserved for gameplay but has
	// not yet started hosting a game. Once it is claimed, the game server remains in
	// CLAIMED status for a maximum of one minute. During this time, game clients
	// connect to the game server to start the game and trigger the game server to
	// update its utilization status. After one minute, the game server claim status
	// reverts to null.
	ClaimStatus GameServerClaimStatus

	// The port and IP address that must be used to establish a client connection to
	// the game server.
	ConnectionInfo *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

	// The ARN identifier for the game server group where the game server is located.
	GameServerGroupArn *string

	// A unique identifier for the game server group where the game server is running.
	GameServerGroupName *string

	// A custom string that uniquely identifies the game server. Game server IDs are
	// developer-defined and are unique across all game server groups in an Amazon Web
	// Services account.
	GameServerId *string

	// The unique identifier for the instance where the game server is running. This
	// ID is available in the instance metadata. EC2 instance IDs use a 17-character
	// format, for example: i-1234567890abcdef0 .
	InstanceId *string

	// Timestamp that indicates the last time the game server was claimed. The format
	// is a number expressed in Unix time as milliseconds (for example "1469498468.057"
	// ). This value is used to calculate when a claimed game server's status should
	// revert to null.
	LastClaimTime *time.Time

	// Timestamp that indicates the last time the game server was updated with health
	// status. The format is a number expressed in Unix time as milliseconds (for
	// example "1469498468.057" ). After game server registration, this property is
	// only changed when a game server update specifies a health check value.
	LastHealthCheckTime *time.Time

	// Timestamp that indicates when the game server registered. The format is a
	// number expressed in Unix time as milliseconds (for example "1469498468.057" ).
	RegistrationTime *time.Time

	// Indicates whether the game server is currently available for new games or is
	// busy. Possible statuses include:
	//   - AVAILABLE - The game server is available to be claimed. A game server that
	//   has been claimed remains in this status until it reports game hosting activity.
	//   - UTILIZED - The game server is currently hosting a game session with players.
	UtilizationStatus GameServerUtilizationStatus

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// This data type is used with the Amazon GameLift FleetIQ and game server groups.
// Properties that describe a game server group resource. A game server group
// manages certain properties related to a corresponding Amazon EC2 Auto Scaling
// group. A game server group is created by a successful call to
// CreateGameServerGroup and deleted by calling DeleteGameServerGroup . Game server
// group activity can be temporarily suspended and resumed by calling
// SuspendGameServerGroup and ResumeGameServerGroup , respectively.
type GameServerGroup struct {

	// A generated unique ID for the Amazon EC2 Auto Scaling group that is associated
	// with this game server group.
	AutoScalingGroupArn *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 BalancingStrategy

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057" ).
	CreationTime *time.Time

	// A generated unique ID for the game server group.
	GameServerGroupArn *string

	// A developer-defined identifier for the game server group. The name is unique
	// for each Region in each Amazon Web Services account.
	GameServerGroupName *string

	// 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.
	GameServerProtectionPolicy GameServerProtectionPolicy

	// The set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use when
	// balancing and automatically scaling instances in the corresponding Auto Scaling
	// group.
	InstanceDefinitions []InstanceDefinition

	// A timestamp that indicates when this game server group was last updated.
	LastUpdatedTime *time.Time

	// 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

	// The current status of the game server group. Possible statuses include:
	//   - NEW - Amazon GameLift FleetIQ has validated the CreateGameServerGroup()
	//   request.
	//   - ACTIVATING - Amazon GameLift FleetIQ is setting up a game server group,
	//   which includes creating an Auto Scaling group in your Amazon Web Services
	//   account.
	//   - ACTIVE - The game server group has been successfully created.
	//   - DELETE_SCHEDULED - A request to delete the game server group has been
	//   received.
	//   - DELETING - Amazon GameLift FleetIQ has received a valid
	//   DeleteGameServerGroup() request and is processing it. Amazon GameLift FleetIQ
	//   must first complete and release hosts before it deletes the Auto Scaling group
	//   and the game server group.
	//   - DELETED - The game server group has been successfully deleted.
	//   - ERROR - The asynchronous processes of activating or deleting a game server
	//   group has failed, resulting in an error state.
	Status GameServerGroupStatus

	// Additional information about the current game server group status. This
	// information might provide additional insight on groups that are in ERROR status.
	StatusReason *string

	// A list of activities that are currently suspended for this game server group.
	// If this property is empty, all activities are occurring.
	SuspendedActions []GameServerGroupAction

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// This data type is used with the Amazon GameLift FleetIQ and game server groups.
// Configuration settings for intelligent automatic scaling that uses target
// tracking. These settings are used to add an Auto Scaling policy when creating
// the corresponding Auto Scaling group. After the Auto Scaling group is created,
// all updates to Auto Scaling policies, including changing this policy and adding
// or removing other policies, is done directly on the Auto Scaling group.
type GameServerGroupAutoScalingPolicy struct {

	// Settings for a target-based scaling policy applied to Auto Scaling group. These
	// settings are used to create a target-based policy that tracks the Amazon
	// GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies a target
	// value for the metric. As player usage changes, the policy triggers to adjust the
	// game server group capacity so that the metric returns to the target value.
	//
	// This member is required.
	TargetTrackingConfiguration *TargetTrackingConfiguration

	// Length of time, in seconds, it takes for a new instance to start new game
	// server processes and register with Amazon GameLift FleetIQ. Specifying a warm-up
	// time can be useful, particularly with game servers that take a long time to
	// start up, because it avoids prematurely starting new instances.
	EstimatedInstanceWarmup *int32

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// This data type is used with the Amazon GameLift FleetIQ and game server groups.
// Additional properties, including status, that describe an EC2 instance in a game
// server group. Instance configurations are set with game server group properties
// (see DescribeGameServerGroup and with the EC2 launch template that was used
// when creating the game server group. Retrieve game server instances for a game
// server group by calling DescribeGameServerInstances .
type GameServerInstance struct {

	// A generated unique identifier for the game server group that includes the game
	// server instance.
	GameServerGroupArn *string

	// A developer-defined identifier for the game server group that includes the game
	// server instance. The name is unique for each Region in each Amazon Web Services
	// account.
	GameServerGroupName *string

	// The unique identifier for the instance where the game server is running. This
	// ID is available in the instance metadata. EC2 instance IDs use a 17-character
	// format, for example: i-1234567890abcdef0 .
	InstanceId *string

	// Current status of the game server instance
	InstanceStatus GameServerInstanceStatus

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// Properties describing a game session. A game session in ACTIVE status can host
// players. When a game session ends, its status is set to TERMINATED . Amazon
// GameLift retains a game session resource for 30 days after the game session
// ends. You can reuse idempotency token values after this time. Game session logs
// are retained for 14 days. All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
type GameSession struct {

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057" ).
	CreationTime *time.Time

	// A unique identifier for a player. This ID is used to enforce a resource
	// protection policy (if one exists), that limits the number of game sessions a
	// player can create.
	CreatorId *string

	// Number of players currently in the game session.
	CurrentPlayerSessionCount *int32

	// The DNS identifier assigned to the instance that is running the game session.
	// Values have the following format:
	//   - TLS-enabled fleets: ..amazongamelift.com .
	//   - Non-TLS-enabled fleets: ec2-.compute.amazonaws.com . (See Amazon EC2
	//   Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses)
	//   .)
	// When connecting to a game session that is running on a TLS-enabled fleet, you
	// must use the DNS name, not the IP address.
	DnsName *string

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) associated with the GameLift fleet that this game session is running on.
	FleetArn *string

	// A unique identifier for the fleet that the game session is running on.
	FleetId *string

	// A set of key-value pairs that can store custom data in a game session. For
	// example: {"Key": "difficulty", "Value": "novice"} .
	GameProperties []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

	// A unique identifier for the game session. A game session ARN has the following
	// format: arn:aws:gamelift:::gamesession// .
	GameSessionId *string

	// The IP address of the game session. To connect to a Amazon GameLift game
	// server, an app needs both the IP address and port number.
	IpAddress *string

	// The fleet location where the game session is running. This value might specify
	// the fleet's home Region or a remote location. Location is expressed as an Amazon
	// Web Services Region code such as us-west-2 .
	Location *string

	// Information about the matchmaking process that resulted in the game session, if
	// matchmaking was used. Data is in JSON syntax, formatted as a string. Information
	// includes the matchmaker ID as well as player attributes and team assignments.
	// For more details on matchmaker data, see Match Data (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data)
	// . Matchmaker data is updated whenever new players are added during a successful
	// backfill (see StartMatchBackfill (https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartMatchBackfill.html)
	// ).
	MatchmakerData *string

	// The maximum number of players that can be connected simultaneously to the game
	// session.
	MaximumPlayerSessionCount *int32

	// A descriptive label that is associated with a game session. Session names do
	// not need to be unique.
	Name *string

	// Indicates whether or not the game session is accepting new players.
	PlayerSessionCreationPolicy PlayerSessionCreationPolicy

	// The port number for the game session. To connect to a Amazon GameLift game
	// server, an app needs both the IP address and port number.
	Port *int32

	// Current status of the game session. A game session must have an ACTIVE status
	// to have player sessions.
	Status GameSessionStatus

	// Provides additional information about game session status. INTERRUPTED
	// indicates that the game session was hosted on a spot instance that was
	// reclaimed, causing the active game session to be terminated.
	StatusReason GameSessionStatusReason

	// A time stamp indicating when this data object was terminated. Format is a
	// number expressed in Unix time as milliseconds (for example "1469498468.057" ).
	TerminationTime *time.Time

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// Connection information for a new game session that is created in response to a
// start matchmaking request. Once a match is made, the FlexMatch engine creates a
// new game session for it. This information, including the game session endpoint
// and player sessions for each player in the original matchmaking request, is
// added to the matchmaking ticket.
type GameSessionConnectionInfo struct {

	// The DNS identifier assigned to the instance that is running the game session.
	// Values have the following format:
	//   - TLS-enabled fleets: ..amazongamelift.com .
	//   - Non-TLS-enabled fleets: ec2-.compute.amazonaws.com . (See Amazon EC2
	//   Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses)
	//   .)
	// When connecting to a game session that is running on a TLS-enabled fleet, you
	// must use the DNS name, not the IP address.
	DnsName *string

	// A unique identifier for the game session. Use the game session ID.
	GameSessionArn *string

	// The IP address of the game session. To connect to a Amazon GameLift game
	// server, an app needs both the IP address and port number.
	IpAddress *string

	// A collection of player session IDs, one for each player ID that was included in
	// the original matchmaking request.
	MatchedPlayerSessions []MatchedPlayerSession

	// The port number for the game session. To connect to a Amazon GameLift game
	// server, an app needs both the IP address and port number.
	Port *int32

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// A game session's properties plus the protection policy currently in force.
type GameSessionDetail struct {

	// Object that describes a game session.
	GameSession *GameSession

	// Current status of protection for the game session.
	//   - NoProtection -- The game session can be terminated during a scale-down
	//   event.
	//   - FullProtection -- If the game session is in an ACTIVE status, it cannot be
	//   terminated during a scale-down event.
	ProtectionPolicy ProtectionPolicy

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// Represents a potential game session placement, including the full details of
// the original placement request and the current status. If the game session
// placement status is PENDING , the properties for game session ID/ARN, region, IP
// address/DNS, and port aren't final. A game session is not active and ready to
// accept players until placement status reaches FULFILLED . When the placement is
// in PENDING status, Amazon GameLift may attempt to place a game session multiple
// times before succeeding. With each attempt it creates a GameSession object and
// updates this placement object with the new game session properties..
type GameSessionPlacement struct {

	// The DNS identifier assigned to the instance that is running the game session.
	// Values have the following format:
	//   - TLS-enabled fleets: ..amazongamelift.com .
	//   - Non-TLS-enabled fleets: ec2-.compute.amazonaws.com . (See Amazon EC2
	//   Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses)
	//   .)
	// When connecting to a game session that is running on a TLS-enabled fleet, you
	// must use the DNS name, not the IP address.
	DnsName *string

	// Time stamp indicating when this request was completed, canceled, or timed out.
	EndTime *time.Time

	// A set of key-value pairs that can store custom data in a game session. For
	// example: {"Key": "difficulty", "Value": "novice"} .
	GameProperties []GameProperty

	// Identifier for the game session created by this placement request. This
	// identifier is unique across all Regions. This value isn't final until placement
	// status is FULFILLED .
	GameSessionArn *string

	// A set of custom game session properties, formatted as a single string value.
	// This data is passed to a game server process in the GameSession object 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

	// A unique identifier for the game session. This value isn't final until
	// placement status is FULFILLED .
	GameSessionId *string

	// A descriptive label that is associated with a game session. Session names do
	// not need to be unique.
	GameSessionName *string

	// A descriptive label that is associated with game session queue. Queue names
	// must be unique within each Region.
	GameSessionQueueName *string

	// Name of the Region where the game session created by this placement request is
	// running. This value isn't final until placement status is FULFILLED .
	GameSessionRegion *string

	// The IP address of the game session. To connect to a Amazon GameLift game
	// server, an app needs both the IP address and port number. This value isn't final
	// until placement status is FULFILLED .
	IpAddress *string

	// Information on the matchmaking process for this game. Data is in JSON syntax,
	// formatted as a string. It identifies the matchmaking configuration used to
	// create the match, and contains data on all players assigned to the match,
	// including player attributes and team assignments. For more details on matchmaker
	// data, see Match Data (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data)
	// .
	MatchmakerData *string

	// The maximum number of players that can be connected simultaneously to the game
	// session.
	MaximumPlayerSessionCount *int32

	// A collection of information on player sessions created in response to the game
	// session placement request. These player sessions are created only after a new
	// game session is successfully placed (placement status is FULFILLED ). This
	// information includes the player ID, provided in the placement request, and a
	// corresponding player session ID.
	PlacedPlayerSessions []PlacedPlayerSession

	// A unique identifier for a game session placement.
	PlacementId *string

	// A set of values, expressed in milliseconds, that indicates the amount of
	// latency that a player experiences when connected to Amazon Web Services Regions.
	PlayerLatencies []PlayerLatency

	// The port number for the game session. To connect to a Amazon GameLift game
	// server, an app needs both the IP address and port number. This value isn't final
	// until placement status is FULFILLED .
	Port *int32

	// Time stamp indicating when this request was placed in the queue. Format is a
	// number expressed in Unix time as milliseconds (for example "1469498468.057" ).
	StartTime *time.Time

	// Current status of the game session placement request.
	//   - PENDING -- The placement request is in the queue waiting to be processed.
	//   Game session properties are not yet final.
	//   - FULFILLED -- A new game session has been successfully placed. Game session
	//   properties are now final.
	//   - CANCELLED -- The placement request was canceled.
	//   - TIMED_OUT -- A new game session was not successfully created before the
	//   time limit expired. You can resubmit the placement request as needed.
	//   - FAILED -- Amazon GameLift is not able to complete the process of placing
	//   the game session. Common reasons are the game session terminated before the
	//   placement process was completed, or an unexpected internal error.
	Status GameSessionPlacementState

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// Configuration for a game session placement mechanism that processes requests
// for new game sessions. A queue can be used on its own or as part of a
// matchmaking solution.
type GameSessionQueue struct {

	// Information that is 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 []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 *FilterConfiguration

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) that is assigned to a Amazon GameLift game session queue resource and uniquely
	// identifies it. ARNs are unique across all Regions. Format is
	// arn:aws:gamelift:::gamesessionqueue/ . In a Amazon GameLift game session queue
	// ARN, the resource ID matches the Name value.
	GameSessionQueueArn *string

	// A descriptive label that is associated with game session queue. Queue names
	// must be unique within each Region.
	Name *string

	// 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 []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 *PriorityConfiguration

	// 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

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// A fleet or alias designated in a game session queue. Queues fulfill requests
// for new game sessions by placing a new game session on any of the queue's
// destinations.
type GameSessionQueueDestination struct {

	// The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs,
	// which include a fleet ID or alias ID and a Region name, provide a unique
	// identifier across all Regions.
	DestinationArn *string

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// Represents a virtual computing instance that runs game server processes and
// hosts game sessions. In Amazon GameLift, one or more instances make up a managed
// EC2 fleet.
type Instance struct {

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057" ).
	CreationTime *time.Time

	// The DNS identifier assigned to the instance that is running the game session.
	// Values have the following format:
	//   - TLS-enabled fleets: ..amazongamelift.com .
	//   - Non-TLS-enabled fleets: ec2-.compute.amazonaws.com . (See Amazon Elastic
	//   Compute Cloud Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses)
	//   .)
	// When connecting to a game session that is running on a TLS-enabled fleet, you
	// must use the DNS name, not the IP address.
	DnsName *string

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) that is assigned to a Amazon GameLift fleet resource and uniquely identifies
	// it. ARNs are unique across all Regions. Format is
	// arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 .
	FleetArn *string

	// A unique identifier for the fleet that the instance belongs to.
	FleetId *string

	// A unique identifier for the instance.
	InstanceId *string

	// IP address that is assigned to the instance.
	IpAddress *string

	// The fleet location of the instance, expressed as an Amazon Web Services Region
	// code, such as us-west-2 .
	Location *string

	// Operating system that is running on this EC2 instance.
	OperatingSystem OperatingSystem

	// Current status of the instance. Possible statuses include the following:
	//   - PENDING -- The instance is in the process of being created and launching
	//   server processes as defined in the fleet's run-time configuration.
	//   - ACTIVE -- The instance has been successfully created and at least one
	//   server process has successfully launched and reported back to Amazon GameLift
	//   that it is ready to host a game session. The instance is now considered ready to
	//   host game sessions.
	//   - TERMINATING -- The instance is in the process of shutting down. This may
	//   happen to reduce capacity during a scaling down event or to recycle resources in
	//   the event of a problem.
	Status InstanceStatus

	// EC2 instance type that defines the computing resources of this instance.
	Type EC2InstanceType

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}

// Information and credentials that you can use to remotely connect to an instance
// in an EC2 managed fleet. This data type is returned in response to a call to
// GetInstanceAccess .
type InstanceAccess struct {

	// Security credentials that are required to access the instance.
	Credentials *InstanceCredentials

	// A unique identifier for the fleet containing the instance to be accessed.
	FleetId *string

	// A unique identifier for the instance to be accessed.
	InstanceId *string

	// IP address assigned to the instance.
	IpAddress *string

	// Operating system that is running on the instance.
	OperatingSystem OperatingSystem

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// A set of credentials that allow remote access to an instance in an EC2 managed
// fleet. These credentials are returned in response to a call to GetInstanceAccess
// , which requests access for instances that are running game servers with the
// Amazon GameLift server SDK version 4.x or earlier.
type InstanceCredentials struct {

	// Secret string. For Windows instances, the secret is a password for use with
	// Windows Remote Desktop. For Linux instances, it's a private key for use with
	// SSH.
	Secret *string

	// A user name for logging in.
	UserName *string

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// This data type is used with the Amazon GameLift FleetIQ and game server groups.
// An allowed instance type for a game server group. All game server groups must
// have at least two instance types defined for it. Amazon GameLift FleetIQ
// periodically evaluates each defined instance type for viability. It then updates
// the Auto Scaling group with the list of viable instance types.
type InstanceDefinition struct {

	// An Amazon EC2 instance type designation.
	//
	// This member is required.
	InstanceType GameServerGroupInstanceType

	// Instance weighting that indicates how much this instance type contributes to
	// the total capacity of a game server group. Instance weights are used by Amazon
	// GameLift FleetIQ to calculate the instance type's cost per unit hour and better
	// identify the most cost-effective options. For detailed information on weighting
	// instance capacity, see Instance Weighting (https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html)
	// in the Amazon Elastic Compute Cloud Auto Scaling User Guide. Default value is
	// "1".
	WeightedCapacity *string

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// A range of IP addresses and port settings that allow inbound traffic to connect
// to server processes on an instance in a fleet. New game sessions are assigned an
// IP address/port number combination, which must fall into the fleet's allowed
// ranges. Fleets with custom game builds must have permissions explicitly set. For
// Realtime Servers fleets, Amazon GameLift automatically opens two port ranges,
// one for TCP messaging and one for UDP.
type IpPermission struct {

	// A starting value for a range of allowed port numbers. For fleets using Linux
	// builds, only ports 22 and 1026-60000 are valid. For fleets using Windows
	// builds, only ports 1026-60000 are valid.
	//
	// This member is required.
	FromPort *int32

	// A range of allowed IP addresses. This value must be expressed in CIDR notation.
	// Example: " 000.000.000.000/[subnet mask] " or optionally the shortened version "
	// 0.0.0.0/[subnet mask] ".
	//
	// This member is required.
	IpRange *string

	// The network communication protocol used by the fleet.
	//
	// This member is required.
	Protocol IpProtocol

	// An ending value for a range of allowed port numbers. Port numbers are
	// end-inclusive. This value must be equal to or greater than FromPort . For fleets
	// using Linux builds, only ports 22 and 1026-60000 are valid. For fleets using
	// Windows builds, only ports 1026-60000 are valid.
	//
	// This member is required.
	ToPort *int32

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}

// This data type is used with the Amazon GameLift FleetIQ and game server groups.
// An Amazon Elastic Compute Cloud launch template that contains configuration
// settings and game server code to be deployed to all instances in a game server
// group. The launch template is specified when creating a new game server group.
type LaunchTemplateSpecification struct {

	// A unique identifier for an existing Amazon EC2 launch template.
	LaunchTemplateId *string

	// A readable identifier for an existing Amazon EC2 launch template.
	LaunchTemplateName *string

	// The version of the Amazon EC2 launch template to use. If no version is
	// specified, the default version will be used. With Amazon EC2, you can specify a
	// default version for a launch template. If none is set, the default is the first
	// version created.
	Version *string

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// Details about a location in a multi-location fleet.
type LocationAttributes struct {

	// A fleet location and its current life-cycle state.
	LocationState *LocationState

	// A list of fleet actions that have been suspended in the fleet location.
	StoppedActions []FleetAction

	// The status of fleet activity updates to the location. The status PENDING_UPDATE
	// indicates that StopFleetActions or StartFleetActions has been requested but the
	// update has not yet been completed for the location.
	UpdateStatus LocationUpdateStatus

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// A remote location where a multi-location fleet can deploy game servers for game
// hosting.
type LocationConfiguration struct {

	// An Amazon Web Services Region code, such as us-west-2 .
	//
	// This member is required.
	Location *string

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// Properties of a location
type LocationModel struct {

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) that is assigned to a Amazon GameLift location resource and uniquely
	// identifies it. ARNs are unique across all Regions. Format is
	// arn:aws:gamelift:::location/location-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 .
	LocationArn *string

	// The location's name.
	LocationName *string

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// A fleet location and its life-cycle state. A location state object might be
// used to describe a fleet's remote location or home Region. Life-cycle state
// tracks the progress of launching the first instance in a new location and
// preparing it for game hosting, and then removing all instances and deleting the
// location from the fleet.
//   - NEW -- A new fleet location has been defined and desired instances is set
//     to 1.
//   - DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting up
//     the new fleet location, creating new instances with the game build or Realtime
//     script and starting server processes.
//   - ACTIVE -- Hosts can now accept game sessions.
//   - ERROR -- An error occurred when downloading, validating, building, or
//     activating the fleet location.
//   - DELETING -- Hosts are responding to a delete fleet location request.
//   - TERMINATED -- The fleet location no longer exists.
//   - NOT_FOUND -- The fleet location was not found. This could be because the
//     custom location was removed or not created.
type LocationState struct {

	// The fleet location, expressed as an Amazon Web Services Region code such as
	// us-west-2 .
	Location *string

	// The life-cycle status of a fleet location.
	Status FleetStatus

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// Represents a new player session that is created as a result of a successful
// FlexMatch match. A successful match automatically creates new player sessions
// for every player ID in the original matchmaking request. When players connect to
// the match's game session, they must include both player ID and player session ID
// in order to claim their assigned player slot.
type MatchedPlayerSession struct {

	// A unique identifier for a player
	PlayerId *string

	// A unique identifier for a player session
	PlayerSessionId *string

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// Guidelines for use with FlexMatch to match players into games. All matchmaking
// requests must specify a matchmaking configuration.
type MatchmakingConfiguration struct {

	// A flag that indicates whether a match that was created with this configuration
	// must be accepted by the matched players. To require acceptance, set to TRUE.
	// When this option is enabled, matchmaking tickets use the status
	// REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for
	// player acceptance.
	AcceptanceRequired *bool

	// The length of time (in seconds) to wait for players to accept a proposed match,
	// if acceptance is required. If any player rejects the match or fails to accept
	// before the timeout, the ticket continues to look for an acceptable match.
	AcceptanceTimeoutSeconds *int32

	// The number of player slots in a match to keep open for future players. For
	// example, if the configuration's rule set specifies a match for a single
	// 10-person team, and the additional player count is set to 2, 10 players will be
	// selected for the match and 2 more player slots will be open for future players.
	// This parameter is not used when FlexMatchMode is set to STANDALONE .
	AdditionalPlayerCount *int32

	// The method used to backfill game sessions created with this matchmaking
	// configuration. MANUAL indicates that the game makes backfill requests or does
	// not use the match backfill feature. AUTOMATIC indicates that GameLift creates
	// backfill requests whenever a game session has one or more open slots. Learn more
	// about manual and automatic backfill in Backfill existing games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html)
	// . Automatic backfill is not available when FlexMatchMode is set to STANDALONE .
	BackfillMode BackfillMode

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) that is assigned to a Amazon GameLift matchmaking configuration resource and
	// uniquely identifies it. ARNs are unique across all Regions. Format is
	// arn:aws:gamelift:::matchmakingconfiguration/ . In a Amazon GameLift
	// configuration ARN, the resource ID matches the Name value.
	ConfigurationArn *string

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057" ).
	CreationTime *time.Time

	// Information to attach to all events related to the matchmaking configuration.
	CustomEventData *string

	// A descriptive label that is associated with matchmaking configuration.
	Description *string

	// Indicates whether this matchmaking configuration is being used with Amazon
	// GameLift hosting or as a standalone matchmaking solution.
	//   - STANDALONE - FlexMatch forms matches and returns match information,
	//   including players and team assignments, in a MatchmakingSucceeded (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded)
	//   event.
	//   - WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift
	//   queue to start a game session for the match.
	FlexMatchMode FlexMatchMode

	// A set of key-value pairs that can store custom data in a game session. For
	// example: {"Key": "difficulty", "Value": "novice"} . This information is added to
	// the new GameSession object that is created for a successful match. This
	// parameter is not used when FlexMatchMode is set to STANDALONE .
	GameProperties []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)
	// ). This information is added to the new GameSession object that is created for
	// a successful match. This parameter is not used when FlexMatchMode is set to
	// STANDALONE .
	GameSessionData *string

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) that is assigned to a Amazon GameLift game session queue resource and uniquely
	// identifies it. ARNs are unique across all Regions. Format is
	// arn:aws:gamelift:::gamesessionqueue/ . Queues can be located in any Region.
	// Queues are used to start new Amazon GameLift-hosted game sessions for matches
	// that are created with this matchmaking configuration. This property is not set
	// when FlexMatchMode is set to STANDALONE .
	GameSessionQueueArns []string

	// A unique identifier for the matchmaking configuration. This name is used to
	// identify the configuration associated with a matchmaking request or ticket.
	Name *string

	// An SNS topic ARN that is set up to receive matchmaking notifications.
	NotificationTarget *string

	// The maximum duration, in seconds, that a matchmaking ticket can remain in
	// process before timing out. Requests that fail due to timing out can be
	// resubmitted as needed.
	RequestTimeoutSeconds *int32

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) associated with the GameLift matchmaking rule set resource that this
	// configuration uses.
	RuleSetArn *string

	// A unique identifier for the matchmaking rule set to use with this
	// configuration. A matchmaking configuration can only use rule sets that are
	// defined in the same Region.
	RuleSetName *string

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// Set of rule statements, used with FlexMatch, that determine how to build your
// player matches. Each rule set describes a type of group to be created and
// defines the parameters for acceptable player matches. A rule set may define the
// following elements for a match. For detailed information and examples showing
// how to construct a rule set, see Build a FlexMatch rule set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html)
// .
//   - Teams -- Required. A rule set must define one or multiple teams for the
//     match and set minimum and maximum team sizes. For example, a rule set might
//     describe a 4x4 match that requires all eight slots to be filled.
//   - Player attributes -- Optional. These attributes specify a set of player
//     characteristics to evaluate when looking for a match. Matchmaking requests that
//     use a rule set with player attributes must provide the corresponding attribute
//     values. For example, an attribute might specify a player's skill or level.
//   - Rules -- Optional. Rules define how to evaluate potential players for a
//     match based on player attributes. A rule might specify minimum requirements for
//     individual players, teams, or entire matches. For example, a rule might require
//     each player to meet a certain skill level, each team to have at least one player
//     in a certain role, or the match to have a minimum average skill level. or may
//     describe an entire group--such as all teams must be evenly matched or have at
//     least one player in a certain role.
//   - Expansions -- Optional. Expansions allow you to relax the rules after a
//     period of time when no acceptable matches are found. This feature lets you
//     balance getting players into games in a reasonable amount of time instead of
//     making them wait indefinitely for the best possible match. For example, you
//     might use an expansion to increase the maximum skill variance between players
//     after 30 seconds.
type MatchmakingRuleSet struct {

	// A collection of matchmaking rules, formatted as a JSON string. Comments are not
	// allowed in JSON, but most elements support a description field.
	//
	// This member is required.
	RuleSetBody *string

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057" ).
	CreationTime *time.Time

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) that is assigned to a Amazon GameLift matchmaking rule set resource and
	// uniquely identifies it. ARNs are unique across all Regions. Format is
	// arn:aws:gamelift:::matchmakingruleset/ . In a GameLift rule set ARN, the
	// resource ID matches the RuleSetName value.
	RuleSetArn *string

	// A unique identifier for the matchmaking rule set
	RuleSetName *string

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// Ticket generated to track the progress of a matchmaking request. Each ticket is
// uniquely identified by a ticket ID, supplied by the requester, when creating a
// matchmaking request.
type MatchmakingTicket struct {

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) associated with the GameLift matchmaking configuration resource that is used
	// with this ticket.
	ConfigurationArn *string

	// Name of the matchmaking configuration that is used with this ticket.
	// Matchmaking configurations determine how players are grouped into a match and
	// how a new game session is created for the match.
	ConfigurationName *string

	// Time stamp indicating when the matchmaking request stopped being processed due
	// to successful completion, timeout, or cancellation. Format is a number expressed
	// in Unix time as milliseconds (for example "1469498468.057" ).
	EndTime *time.Time

	// Average amount of time (in seconds) that players are currently waiting for a
	// match. If there is not enough recent data, this property may be empty.
	EstimatedWaitTime *int32

	// Connection information for a new game session. Once a match is made, the
	// FlexMatch engine creates a new game session for it. This information is added to
	// the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeMatchmaking.html)
	// .
	GameSessionConnectionInfo *GameSessionConnectionInfo

	// A set of Player objects, each representing a player to find matches for.
	// Players are identified by a unique player ID and may include latency data for
	// use during matchmaking. If the ticket is in status COMPLETED , the Player
	// objects include the team the players were assigned to in the resulting match.
	Players []Player

	// Time stamp indicating when this matchmaking request was received. Format is a
	// number expressed in Unix time as milliseconds (for example "1469498468.057" ).
	StartTime *time.Time

	// Current status of the matchmaking request.
	//   - QUEUED -- The matchmaking request has been received and is currently
	//   waiting to be processed.
	//   - SEARCHING -- The matchmaking request is currently being processed.
	//   - REQUIRES_ACCEPTANCE -- A match has been proposed and the players must
	//   accept the match. This status is used only with requests that use a matchmaking
	//   configuration with a player acceptance requirement.
	//   - PLACING -- The FlexMatch engine has matched players and is in the process
	//   of placing a new game session for the match.
	//   - COMPLETED -- Players have been matched and a game session is ready to host
	//   the players. A ticket in this state contains the necessary connection
	//   information for players.
	//   - FAILED -- The matchmaking request was not completed.
	//   - CANCELLED -- The matchmaking request was canceled. This may be the result
	//   of a StopMatchmaking operation or a proposed match that one or more players
	//   failed to accept.
	//   - TIMED_OUT -- The matchmaking request was not successful within the duration
	//   specified in the matchmaking configuration.
	// Matchmaking requests that fail to successfully complete (statuses FAILED,
	// CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.
	Status MatchmakingConfigurationStatus

	// Additional information about the current status.
	StatusMessage *string

	// Code to explain the current status. For example, a status reason may indicate
	// when a ticket has returned to SEARCHING status after a proposed match fails to
	// receive player acceptances.
	StatusReason *string

	// A unique identifier for a matchmaking ticket.
	TicketId *string

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}

// Information about a player session. This object contains only the player ID and
// player session ID. To retrieve full details on a player session, call
// DescribePlayerSessions (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribePlayerSessions.html)
// with the player session ID.
type PlacedPlayerSession struct {

	// A unique identifier for a player that is associated with this player session.
	PlayerId *string

	// A unique identifier for a player session.
	PlayerSessionId *string

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// Represents a player in matchmaking. When starting a matchmaking request, a
// player has a player ID, attributes, and may have latency data. Team information
// is added after a match has been successfully completed.
type Player struct {

	// A set of values, expressed in milliseconds, that indicates the amount of
	// latency that a player experiences when connected to @aws; Regions. If this
	// property is present, FlexMatch considers placing the match only in Regions for
	// which latency is reported. If a matchmaker has a rule that evaluates player
	// latency, players must report latency in order to be matched. If no latency is
	// reported in this scenario, FlexMatch assumes that no Regions are available to
	// the player and the ticket is not matchable.
	LatencyInMs map[string]int32

	// A collection of key:value pairs containing player information for use in
	// matchmaking. Player attribute keys must match the playerAttributes used in a
	// matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"},
	// "gameMode": {"S": "deathmatch"}} . You can provide up to 10 PlayerAttributes .
	PlayerAttributes map[string]AttributeValue

	// A unique identifier for a player
	PlayerId *string

	// Name of the team that the player is assigned to in a match. Team names are
	// defined in a matchmaking rule set.
	Team *string

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// Regional latency information for a player, used when requesting a new game
// session. This value indicates the amount of time lag that exists when the player
// is connected to a fleet in the specified Region. The relative difference between
// a player's latency values for multiple Regions are used to determine which
// fleets are best suited to place a new game session for the player.
type PlayerLatency struct {

	// Amount of time that represents the time lag experienced by the player when
	// connected to the specified Region.
	LatencyInMilliseconds *float32

	// A unique identifier for a player associated with the latency data.
	PlayerId *string

	// Name of the Region that is associated with the latency value.
	RegionIdentifier *string

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// Sets a latency cap for individual players when placing a game session. With a
// latency policy in force, a game session cannot be placed in a fleet location
// where a player reports latency higher than the cap. Latency policies are used
// only with placement request that provide player latency information. Player
// latency policies can be stacked to gradually relax latency requirements over
// time.
type PlayerLatencyPolicy struct {

	// The maximum latency value that is allowed for any player, in milliseconds. All
	// policies must have a value set for this property.
	MaximumIndividualPlayerLatencyMilliseconds *int32

	// The length of time, in seconds, that the policy is enforced while placing a new
	// game session. A null value for this property means that the policy is enforced
	// until the queue times out.
	PolicyDurationSeconds *int32

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// Represents a player session. Player sessions are created either for a specific
// game session, or as part of a game session placement or matchmaking request. A
// player session can represents a reserved player slot in a game session (when
// status is RESERVED ) or actual player activity in a game session (when status is
// ACTIVE ). A player session object, including player data, is automatically
// passed to a game session when the player connects to the game session and is
// validated. After the game session ends, player sessions information is retained
// for 30 days and then removed. Related actions All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
type PlayerSession struct {

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057" ).
	CreationTime *time.Time

	// The DNS identifier assigned to the instance that is running the game session.
	// Values have the following format:
	//   - TLS-enabled fleets: ..amazongamelift.com .
	//   - Non-TLS-enabled fleets: ec2-.compute.amazonaws.com . (See Amazon EC2
	//   Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses)
	//   .)
	// When connecting to a game session that is running on a TLS-enabled fleet, you
	// must use the DNS name, not the IP address.
	DnsName *string

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) associated with the GameLift fleet that the player's game session is running
	// on.
	FleetArn *string

	// A unique identifier for the fleet that the player's game session is running on.
	FleetId *string

	// A unique identifier for the game session that the player session is connected
	// to.
	GameSessionId *string

	// The IP address of the game session. To connect to a Amazon GameLift game
	// server, an app needs both the IP address and port number.
	IpAddress *string

	// Developer-defined information related to a player. Amazon GameLift does not use
	// this data, so it can be formatted as needed for use in the game.
	PlayerData *string

	// A unique identifier for a player that is associated with this player session.
	PlayerId *string

	// A unique identifier for a player session.
	PlayerSessionId *string

	// Port number for the game session. To connect to a Amazon GameLift server
	// process, an app needs both the IP address and port number.
	Port *int32

	// Current status of the player session. Possible player session statuses include
	// the following:
	//   - RESERVED -- The player session request has been received, but the player
	//   has not yet connected to the server process and/or been validated.
	//   - ACTIVE -- The player has been validated by the server process and is
	//   currently connected.
	//   - COMPLETED -- The player connection has been dropped.
	//   - TIMEDOUT -- A player session request was received, but the player did not
	//   connect and/or was not validated within the timeout limit (60 seconds).
	Status PlayerSessionStatus

	// A time stamp indicating when this data object was terminated. Format is a
	// number expressed in Unix time as milliseconds (for example "1469498468.057" ).
	TerminationTime *time.Time

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// Custom prioritization settings for use by a game session queue when placing new
// game sessions with available game servers. When defined, this configuration
// replaces the default FleetIQ prioritization process, which is as follows:
//   - If player latency data is included in a game session request, destinations
//     and locations are prioritized first based on lowest average latency (1), then on
//     lowest hosting cost (2), then on destination list order (3), and finally on
//     location (alphabetical) (4). This approach ensures that the queue's top priority
//     is to place game sessions where average player latency is lowest, and--if
//     latency is the same--where the hosting cost is less, etc.
//   - If player latency data is not included, destinations and locations are
//     prioritized first on destination list order (1), and then on location
//     (alphabetical) (2). This approach ensures that the queue's top priority is to
//     place game sessions on the first destination fleet listed. If that fleet has
//     multiple locations, the game session is placed on the first location (when
//     listed alphabetically).
//
// Changing the priority order will affect how game sessions are placed.
type PriorityConfiguration struct {

	// The prioritization order to use for fleet locations, when the PriorityOrder
	// property includes LOCATION . Locations are identified by Amazon Web Services
	// Region codes such as us-west-2 . Each location can only be listed once.
	LocationOrder []string

	// The recommended sequence to use when prioritizing where to place new game
	// sessions. Each type can only be listed once.
	//   - LATENCY -- FleetIQ prioritizes locations where the average player latency
	//   (provided in each game session request) is lowest.
	//   - COST -- FleetIQ prioritizes destinations with the lowest current hosting
	//   costs. Cost is evaluated based on the location, instance type, and fleet type
	//   (Spot or On-Demand) for each destination in the queue.
	//   - DESTINATION -- FleetIQ prioritizes based on the order that destinations are
	//   listed in the queue configuration.
	//   - LOCATION -- FleetIQ prioritizes based on the provided order of locations, as
	//   defined in LocationOrder .
	PriorityOrder []PriorityType

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}

// A policy that puts limits on the number of game sessions that a player can
// create within a specified span of time. With this policy, you can control
// players' ability to consume available resources. The policy is evaluated when a
// player tries to create a new game session. On receiving a CreateGameSession
// request, Amazon GameLift checks that the player (identified by CreatorId ) has
// created fewer than game session limit in the specified time period.
type ResourceCreationLimitPolicy struct {

	// A policy that puts limits on the number of game sessions that a player can
	// create within a specified span of time. With this policy, you can control
	// players' ability to consume available resources. The policy is evaluated when a
	// player tries to create a new game session. On receiving a CreateGameSession
	// request, Amazon GameLift checks that the player (identified by CreatorId ) has
	// created fewer than game session limit in the specified time period.
	NewGameSessionsPerCreator *int32

	// The time span used in evaluating the resource creation limit policy.
	PolicyPeriodInMinutes *int32

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}

// The routing configuration for a fleet alias. Related actions All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
type RoutingStrategy struct {

	// A unique identifier for the fleet that the alias points to. This value is the
	// fleet ID, not the fleet ARN.
	FleetId *string

	// The message text to be used with a terminal routing strategy.
	Message *string

	// The type of routing strategy for the alias. Possible routing types include the
	// following:
	//   - SIMPLE - The alias resolves to one specific fleet. Use this type when
	//   routing to active fleets.
	//   - TERMINAL - The alias does not resolve to a fleet but instead can be used to
	//   display a message to the user. A terminal alias throws a
	//   TerminalRoutingStrategyException with the message embedded.
	Type RoutingStrategyType

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}

// A collection of server process configurations that describe the set of
// processes to run on each instance in a fleet. Server processes run either an
// executable in a custom game build or a Realtime Servers script. Amazon GameLift
// launches the configured processes, manages their life cycle, and replaces them
// as needed. Each instance checks regularly for an updated runtime configuration.
// A Amazon GameLift instance is limited to 50 processes running concurrently. To
// calculate the total number of processes in a runtime configuration, add the
// values of the ConcurrentExecutions parameter for each server process. Learn
// more about Running Multiple Processes on a Fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html)
// .
type RuntimeConfiguration struct {

	// The maximum amount of time (in seconds) allowed to launch a new game session
	// and have it report ready to host players. During this time, the game session is
	// in status ACTIVATING . If the game session does not become active before the
	// timeout, it is ended and the game session status is changed to TERMINATED .
	GameSessionActivationTimeoutSeconds *int32

	// The number of game sessions in status ACTIVATING to allow on an instance. This
	// setting limits the instance resources that can be used for new game activations
	// at any one time.
	MaxConcurrentGameSessionActivations *int32

	// A collection of server process configurations that identify what server
	// processes to run on each instance in a fleet.
	ServerProcesses []ServerProcess

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}

// The location in Amazon S3 where build or script files are stored for access by
// Amazon GameLift.
type S3Location struct {

	// An Amazon S3 bucket identifier. Thename of the S3 bucket. Amazon GameLift
	// doesn't support uploading from Amazon S3 buckets with names that contain a dot
	// (.).
	Bucket *string

	// The name of the zip file that contains the build files or script files.
	Key *string

	// The version of the file, if object versioning is turned on for the bucket.
	// Amazon GameLift uses this information when retrieving files from an S3 bucket
	// that you own. Use this parameter to specify a specific version of the file. If
	// not set, the latest version of the file is retrieved.
	ObjectVersion *string

	// 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 the S3 bucket.
	RoleArn *string

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}

// Rule that controls how a fleet is scaled. Scaling policies are uniquely
// identified by the combination of name and fleet ID.
type ScalingPolicy struct {

	// Comparison operator to use when measuring a metric against the threshold value.
	ComparisonOperator ComparisonOperatorType

	// Length of time (in minutes) the metric must be at or beyond the threshold
	// before a scaling event is triggered.
	EvaluationPeriods *int32

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) that is assigned to a Amazon GameLift fleet resource and uniquely identifies
	// it. ARNs are unique across all Regions. Format is
	// arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 .
	FleetArn *string

	// A unique identifier for the fleet that is associated with this scaling policy.
	FleetId *string

	// The fleet location.
	Location *string

	// Name of the Amazon GameLift-defined metric that is used to trigger a scaling
	// adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon
	// GameLift with Amazon CloudWatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html)
	// .
	//   - ActivatingGameSessions -- Game sessions in the process of being created.
	//   - ActiveGameSessions -- Game sessions that are currently running.
	//   - ActiveInstances -- Fleet instances that are currently running at least one
	//   game session.
	//   - AvailableGameSessions -- Additional game sessions that fleet could host
	//   simultaneously, given current capacity.
	//   - AvailablePlayerSessions -- Empty player slots in currently active game
	//   sessions. This includes game sessions that are not currently accepting players.
	//   Reserved player slots are not included.
	//   - CurrentPlayerSessions -- Player slots in active game sessions that are
	//   being used by a player or are reserved for a player.
	//   - IdleInstances -- Active instances that are currently hosting zero game
	//   sessions.
	//   - PercentAvailableGameSessions -- Unused percentage of the total number of
	//   game sessions that a fleet could host simultaneously, given current capacity.
	//   Use this metric for a target-based scaling policy.
	//   - PercentIdleInstances -- Percentage of the total number of active instances
	//   that are hosting zero game sessions.
	//   - QueueDepth -- Pending game session placement requests, in any queue, where
	//   the current fleet is the top-priority destination.
	//   - WaitTime -- Current wait time for pending game session placement requests,
	//   in any queue, where the current fleet is the top-priority destination.
	MetricName MetricName

	// A descriptive label that is associated with a fleet's scaling policy. Policy
	// names do not need to be unique.
	Name *string

	// The type of scaling policy to create. For a target-based policy, set the
	// parameter MetricName to 'PercentAvailableGameSessions' and specify a
	// TargetConfiguration. For a rule-based policy set the following parameters:
	// MetricName, ComparisonOperator, Threshold, EvaluationPeriods,
	// ScalingAdjustmentType, and ScalingAdjustment.
	PolicyType PolicyType

	// Amount of adjustment to make, based on the scaling adjustment type.
	ScalingAdjustment *int32

	// The type of adjustment to make to a fleet's instance count.
	//   - ChangeInCapacity -- add (or subtract) the scaling adjustment value from the
	//   current instance count. Positive values scale up while negative values scale
	//   down.
	//   - ExactCapacity -- set the instance count to the scaling adjustment value.
	//   - PercentChangeInCapacity -- increase or reduce the current instance count by
	//   the scaling adjustment, read as a percentage. Positive values scale up while
	//   negative values scale down.
	ScalingAdjustmentType ScalingAdjustmentType

	// Current status of the scaling policy. The scaling policy can be in force only
	// when in an ACTIVE status. Scaling policies can be suspended for individual
	// fleets. If the policy is suspended for a fleet, the policy status does not
	// change.
	//   - ACTIVE -- The scaling policy can be used for auto-scaling a fleet.
	//   - UPDATE_REQUESTED -- A request to update the scaling policy has been
	//   received.
	//   - UPDATING -- A change is being made to the scaling policy.
	//   - DELETE_REQUESTED -- A request to delete the scaling policy has been
	//   received.
	//   - DELETING -- The scaling policy is being deleted.
	//   - DELETED -- The scaling policy has been deleted.
	//   - ERROR -- An error occurred in creating the policy. It should be removed and
	//   recreated.
	Status ScalingStatusType

	// An object that contains settings for a target-based scaling policy.
	TargetConfiguration *TargetConfiguration

	// Metric value used to trigger a scaling event.
	Threshold *float64

	// The current status of the fleet's scaling policies in a requested fleet
	// location. The status PENDING_UPDATE indicates that an update was requested for
	// the fleet but has not yet been completed for the location.
	UpdateStatus LocationUpdateStatus

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}

// Properties describing a Realtime script. Related actions All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
type Script struct {

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057" ).
	CreationTime *time.Time

	// A descriptive label that is associated with a script. Script names don't need
	// to be unique.
	Name *string

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) that is assigned to a Amazon GameLift script resource and uniquely identifies
	// it. ARNs are unique across all Regions. In a GameLift script ARN, the resource
	// ID matches the ScriptId value.
	ScriptArn *string

	// A unique identifier for the Realtime script
	ScriptId *string

	// The file size of the uploaded Realtime script, expressed in bytes. When files
	// are uploaded from an S3 location, this value remains at "0".
	SizeOnDisk *int64

	// The location of the Amazon S3 bucket where a zipped file containing your
	// Realtime scripts is stored. The storage location must specify the Amazon S3
	// bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
	// GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
	// same Region where you want to create a new script. By default, Amazon GameLift
	// uploads the latest version of the zip file; if you have S3 object versioning
	// turned on, you can use the ObjectVersion parameter to specify an earlier
	// version.
	StorageLocation *S3Location

	// Version information associated with a build or script. Version strings don't
	// need to be unique.
	Version *string

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}

// A set of instructions for launching server processes on each instance in a
// fleet. Server processes run either an executable in a custom game build or a
// Realtime Servers script. Server process configurations are part of a fleet's
// runtime configuration.
type ServerProcess struct {

	// The number of server processes using this configuration that run concurrently
	// on each instance.
	//
	// This member is required.
	ConcurrentExecutions *int32

	// The location of a game build executable or Realtime script. Game builds and
	// Realtime scripts are installed on instances at the root:
	//   - Windows (custom game builds only): C:\game . Example: "
	//   C:\game\MyGame\server.exe "
	//   - Linux: /local/game . Examples: " /local/game/MyGame/server.exe " or "
	//   /local/game/MyRealtimeScript.js "
	// Amazon GameLift doesn't support the use of setup scripts that launch the game
	// executable. For custom game builds, this parameter must indicate the executable
	// that calls the server SDK operations initSDK() and ProcessReady() .
	//
	// This member is required.
	LaunchPath *string

	// An optional list of parameters to pass to the server executable or Realtime
	// script on launch.
	Parameters *string

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}

// A label that you can assign to a Amazon GameLift resource. Learn more Tagging
// Amazon Web Services Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
// in the Amazon Web Services General Reference Amazon Web Services Tagging
// Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/)
// Related actions All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
type Tag struct {

	// The key for a developer-defined key value pair for tagging an Amazon Web
	// Services resource.
	//
	// This member is required.
	Key *string

	// The value for a developer-defined key value pair for tagging an Amazon Web
	// Services resource.
	//
	// This member is required.
	Value *string

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// Settings for a target-based scaling policy. A target-based policy tracks a
// particular fleet metric specifies a target value for the metric. As player usage
// changes, the policy triggers Amazon GameLift to adjust capacity so that the
// metric returns to the target value. The target configuration specifies settings
// as needed for the target based policy, including the target value.
type TargetConfiguration struct {

	// Desired value to use with a target-based scaling policy. The value must be
	// relevant for whatever metric the scaling policy is using. For example, in a
	// policy using the metric PercentAvailableGameSessions, the target value should be
	// the preferred size of the fleet's buffer (the percent of capacity that should be
	// idle and ready for new game sessions).
	//
	// This member is required.
	TargetValue *float64

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// This data type is used with the Amazon GameLift FleetIQ and game server groups.
// Settings for a target-based scaling policy as part of a
// GameServerGroupAutoScalingPolicy (https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameServerGroupAutoScalingPolicy.html)
// . These settings are used to create a target-based policy that tracks the Amazon
// GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies a target
// value for the metric. As player usage changes, the policy triggers to adjust the
// game server group capacity so that the metric returns to the target value.
type TargetTrackingConfiguration struct {

	// Desired value to use with a game server group target-based scaling policy.
	//
	// This member is required.
	TargetValue *float64

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// Represents an authorization for a VPC peering connection between the VPC for an
// Amazon GameLift fleet and another VPC on an account you have access to. This
// authorization must exist and be valid for the peering connection to be
// established. Authorizations are valid for 24 hours after they are issued.
// Related actions All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
type VpcPeeringAuthorization struct {

	// Time stamp indicating when this authorization was issued. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057" ).
	CreationTime *time.Time

	// Time stamp indicating when this authorization expires (24 hours after
	// issuance). Format is a number expressed in Unix time as milliseconds (for
	// example "1469498468.057" ).
	ExpirationTime *time.Time

	// A unique identifier for the Amazon Web Services account that you use to manage
	// your Amazon GameLift fleet. You can find your Account ID in the Amazon Web
	// Services Management Console under account settings.
	GameLiftAwsAccountId *string

	// The authorization's peer VPC Amazon Web Services account ID.
	PeerVpcAwsAccountId *string

	// A unique identifier for a VPC with resources to be accessed by your Amazon
	// GameLift fleet. The VPC must be in the same Region as your fleet. To look up a
	// VPC ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the
	// Amazon Web Services Management Console. Learn more about VPC peering in VPC
	// Peering with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html)
	// .
	PeerVpcId *string

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// Represents a peering connection between a VPC on one of your Amazon Web
// Services accounts and the VPC for your Amazon GameLift fleets. This record may
// be for an active peering connection or a pending connection that has not yet
// been established. Related actions All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
type VpcPeeringConnection struct {

	// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
	// ) associated with the GameLift fleet resource for this connection.
	FleetArn *string

	// A unique identifier for the fleet. This ID determines the ID of the Amazon
	// GameLift VPC for your fleet.
	FleetId *string

	// A unique identifier for the VPC that contains the Amazon GameLift fleet for
	// this connection. This VPC is managed by Amazon GameLift and does not appear in
	// your Amazon Web Services account.
	GameLiftVpcId *string

	// CIDR block of IPv4 addresses assigned to the VPC peering connection for the
	// GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it;
	// these blocks cannot overlap or the peering connection cannot be created.
	IpV4CidrBlock *string

	// A unique identifier for a VPC with resources to be accessed by your Amazon
	// GameLift fleet. The VPC must be in the same Region as your fleet. To look up a
	// VPC ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the
	// Amazon Web Services Management Console. Learn more about VPC peering in VPC
	// Peering with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html)
	// .
	PeerVpcId *string

	// The status information about the connection. Status indicates if a connection
	// is pending, successful, or failed.
	Status *VpcPeeringConnectionStatus

	// A unique identifier that is automatically assigned to the connection record.
	// This ID is referenced in VPC peering connection events, and is used when
	// deleting a connection.
	VpcPeeringConnectionId *string

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// Represents status information for a VPC peering connection. Status codes and
// messages are provided from EC2 (see VpcPeeringConnectionStateReason (https://docs.aws.amazon.com/AWSEC2/latest/APIReference/API_VpcPeeringConnectionStateReason.html)
// ). Connection status information is also communicated as a fleet event.
type VpcPeeringConnectionStatus struct {

	// Code indicating the status of a VPC peering connection.
	Code *string

	// Additional messaging associated with the connection status.
	Message *string

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}

type noSmithyDocumentSerde = smithydocument.NoSerde