1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397
|
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
// 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
noSmithyDocumentSerde
}
type noSmithyDocumentSerde = smithydocument.NoSerde
|