From 1850f427c33c2558a2118dc55c1cf95a633d7432 Mon Sep 17 00:00:00 2001 From: awssdkgo Date: Wed, 16 Aug 2017 17:28:04 +0000 Subject: [PATCH] Release v1.10.27 --- CHANGELOG.md | 16 + CHANGELOG_PENDING.md | 6 - aws/version.go | 2 +- models/apis/gamelift/2015-10-01/api-2.json | 569 ++- models/apis/gamelift/2015-10-01/docs-2.json | 520 +- service/gamelift/api.go | 4878 ++++++++++++++++--- service/gamelift/doc.go | 62 +- service/gamelift/errors.go | 6 + service/gamelift/gameliftiface/interface.go | 48 +- 9 files changed, 5214 insertions(+), 893 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 1565effffc3..30a4d852ecd 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,3 +1,19 @@ +Release v1.10.27 (2017-08-16) +=== + +### Service Client Updates +* `service/gamelift`: Updates service API and documentation + * The Matchmaking Grouping Service is a new feature that groups player match requests for a given game together into game sessions based on developer configured rules. + +### SDK Enhancements +* `aws/arn`: aws/arn: Package for parsing and producing ARNs ([#1463](https://github.com/aws/aws-sdk-go/pull/1463)) + * Adds the `arn` package for AWS ARN parsing and building. Use this package to build AWS ARNs for services such as outlined in the [documentation](http://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html). + +### SDK Bugs +* `aws/signer/v4`: Correct V4 presign signature to include content sha25 in URL ([#1469](https://github.com/aws/aws-sdk-go/pull/1469)) + * Updates the V4 signer so that when a Presign is generated the `X-Amz-Content-Sha256` header is added to the query string instead of being required to be in the header. This allows you to generate presigned URLs for GET requests, e.g S3.GetObject that do not require additional headers to be set by the downstream users of the presigned URL. + * Related To: [#1467](https://github.com/aws/aws-sdk-go/issues/1467) + Release v1.10.26 (2017-08-15) === diff --git a/CHANGELOG_PENDING.md b/CHANGELOG_PENDING.md index 6201a0a433a..8a1927a39ca 100644 --- a/CHANGELOG_PENDING.md +++ b/CHANGELOG_PENDING.md @@ -1,11 +1,5 @@ ### SDK Features ### SDK Enhancements -* `aws/arn`: aws/arn: Package for parsing and producing ARNs ([#1463](https://github.com/aws/aws-sdk-go/pull/1463)) - * Adds the `arn` package for AWS ARN parsing and building. Use this package to build AWS ARNs for services such as outlined in the [documentation](http://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html). ### SDK Bugs -* `aws/signer/v4`: Correct V4 presign signature to include content sha25 in URL ([#1469](https://github.com/aws/aws-sdk-go/pull/1469)) - * Updates the V4 signer so that when a Presign is generated the `X-Amz-Content-Sha256` header is added to the query string instead of being required to be in the header. This allows you to generate presigned URLs for GET requests, e.g S3.GetObject that do not require additional headers to be set by the downstream users of the presigned URL. - * Related To: [#1467](https://github.com/aws/aws-sdk-go/issues/1467) - diff --git a/aws/version.go b/aws/version.go index e01bb49bbc0..e68a51e79a9 100644 --- a/aws/version.go +++ b/aws/version.go @@ -5,4 +5,4 @@ package aws const SDKName = "aws-sdk-go" // SDKVersion is the version of this SDK -const SDKVersion = "1.10.26" +const SDKVersion = "1.10.27" diff --git a/models/apis/gamelift/2015-10-01/api-2.json b/models/apis/gamelift/2015-10-01/api-2.json index 6d47ede80da..e1c9c116e54 100644 --- a/models/apis/gamelift/2015-10-01/api-2.json +++ b/models/apis/gamelift/2015-10-01/api-2.json @@ -11,6 +11,21 @@ "uid":"gamelift-2015-10-01" }, "operations":{ + "AcceptMatch":{ + "name":"AcceptMatch", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"AcceptMatchInput"}, + "output":{"shape":"AcceptMatchOutput"}, + "errors":[ + {"shape":"InvalidRequestException"}, + {"shape":"NotFoundException"}, + {"shape":"InternalServiceException"}, + {"shape":"UnsupportedRegionException"} + ] + }, "CreateAlias":{ "name":"CreateAlias", "http":{ @@ -95,6 +110,36 @@ {"shape":"LimitExceededException"} ] }, + "CreateMatchmakingConfiguration":{ + "name":"CreateMatchmakingConfiguration", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"CreateMatchmakingConfigurationInput"}, + "output":{"shape":"CreateMatchmakingConfigurationOutput"}, + "errors":[ + {"shape":"InvalidRequestException"}, + {"shape":"LimitExceededException"}, + {"shape":"NotFoundException"}, + {"shape":"InternalServiceException"}, + {"shape":"UnsupportedRegionException"} + ] + }, + "CreateMatchmakingRuleSet":{ + "name":"CreateMatchmakingRuleSet", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"CreateMatchmakingRuleSetInput"}, + "output":{"shape":"CreateMatchmakingRuleSetOutput"}, + "errors":[ + {"shape":"InvalidRequestException"}, + {"shape":"InternalServiceException"}, + {"shape":"UnsupportedRegionException"} + ] + }, "CreatePlayerSession":{ "name":"CreatePlayerSession", "http":{ @@ -189,6 +234,21 @@ {"shape":"UnauthorizedException"} ] }, + "DeleteMatchmakingConfiguration":{ + "name":"DeleteMatchmakingConfiguration", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"DeleteMatchmakingConfigurationInput"}, + "output":{"shape":"DeleteMatchmakingConfigurationOutput"}, + "errors":[ + {"shape":"InvalidRequestException"}, + {"shape":"NotFoundException"}, + {"shape":"InternalServiceException"}, + {"shape":"UnsupportedRegionException"} + ] + }, "DeleteScalingPolicy":{ "name":"DeleteScalingPolicy", "http":{ @@ -399,6 +459,49 @@ {"shape":"InternalServiceException"} ] }, + "DescribeMatchmaking":{ + "name":"DescribeMatchmaking", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"DescribeMatchmakingInput"}, + "output":{"shape":"DescribeMatchmakingOutput"}, + "errors":[ + {"shape":"InvalidRequestException"}, + {"shape":"InternalServiceException"}, + {"shape":"UnsupportedRegionException"} + ] + }, + "DescribeMatchmakingConfigurations":{ + "name":"DescribeMatchmakingConfigurations", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"DescribeMatchmakingConfigurationsInput"}, + "output":{"shape":"DescribeMatchmakingConfigurationsOutput"}, + "errors":[ + {"shape":"InvalidRequestException"}, + {"shape":"InternalServiceException"}, + {"shape":"UnsupportedRegionException"} + ] + }, + "DescribeMatchmakingRuleSets":{ + "name":"DescribeMatchmakingRuleSets", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"DescribeMatchmakingRuleSetsInput"}, + "output":{"shape":"DescribeMatchmakingRuleSetsOutput"}, + "errors":[ + {"shape":"InvalidRequestException"}, + {"shape":"InternalServiceException"}, + {"shape":"NotFoundException"}, + {"shape":"UnsupportedRegionException"} + ] + }, "DescribePlayerSessions":{ "name":"DescribePlayerSessions", "http":{ @@ -594,6 +697,21 @@ {"shape":"UnauthorizedException"} ] }, + "StartMatchmaking":{ + "name":"StartMatchmaking", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"StartMatchmakingInput"}, + "output":{"shape":"StartMatchmakingOutput"}, + "errors":[ + {"shape":"InvalidRequestException"}, + {"shape":"NotFoundException"}, + {"shape":"InternalServiceException"}, + {"shape":"UnsupportedRegionException"} + ] + }, "StopGameSessionPlacement":{ "name":"StopGameSessionPlacement", "http":{ @@ -609,6 +727,21 @@ {"shape":"UnauthorizedException"} ] }, + "StopMatchmaking":{ + "name":"StopMatchmaking", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"StopMatchmakingInput"}, + "output":{"shape":"StopMatchmakingOutput"}, + "errors":[ + {"shape":"InvalidRequestException"}, + {"shape":"NotFoundException"}, + {"shape":"InternalServiceException"}, + {"shape":"UnsupportedRegionException"} + ] + }, "UpdateAlias":{ "name":"UpdateAlias", "http":{ @@ -725,6 +858,21 @@ {"shape":"UnauthorizedException"} ] }, + "UpdateMatchmakingConfiguration":{ + "name":"UpdateMatchmakingConfiguration", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"UpdateMatchmakingConfigurationInput"}, + "output":{"shape":"UpdateMatchmakingConfigurationOutput"}, + "errors":[ + {"shape":"InvalidRequestException"}, + {"shape":"NotFoundException"}, + {"shape":"InternalServiceException"}, + {"shape":"UnsupportedRegionException"} + ] + }, "UpdateRuntimeConfiguration":{ "name":"UpdateRuntimeConfiguration", "http":{ @@ -740,9 +888,48 @@ {"shape":"InvalidRequestException"}, {"shape":"InvalidFleetStatusException"} ] + }, + "ValidateMatchmakingRuleSet":{ + "name":"ValidateMatchmakingRuleSet", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"ValidateMatchmakingRuleSetInput"}, + "output":{"shape":"ValidateMatchmakingRuleSetOutput"}, + "errors":[ + {"shape":"InternalServiceException"}, + {"shape":"UnsupportedRegionException"}, + {"shape":"InvalidRequestException"} + ] } }, "shapes":{ + "AcceptMatchInput":{ + "type":"structure", + "required":[ + "TicketId", + "PlayerIds", + "AcceptanceType" + ], + "members":{ + "TicketId":{"shape":"MatchmakingIdStringModel"}, + "PlayerIds":{"shape":"MatchmakingPlayerIdList"}, + "AcceptanceType":{"shape":"AcceptanceType"} + } + }, + "AcceptMatchOutput":{ + "type":"structure", + "members":{ + } + }, + "AcceptanceType":{ + "type":"string", + "enum":[ + "ACCEPT", + "REJECT" + ] + }, "Alias":{ "type":"structure", "members":{ @@ -769,6 +956,15 @@ "min":1, "pattern":"[a-zA-Z0-9:/-]+" }, + "AttributeValue":{ + "type":"structure", + "members":{ + "S":{"shape":"NonZeroAndMaxString"}, + "N":{"shape":"DoubleObject"}, + "SL":{"shape":"StringList"}, + "SDM":{"shape":"StringDoubleMap"} + } + }, "AwsCredentials":{ "type":"structure", "members":{ @@ -778,6 +974,7 @@ }, "sensitive":true }, + "Boolean":{"type":"boolean"}, "Build":{ "type":"structure", "members":{ @@ -896,7 +1093,8 @@ "GameProperties":{"shape":"GamePropertyList"}, "CreatorId":{"shape":"NonZeroAndMaxString"}, "GameSessionId":{"shape":"IdStringModel"}, - "IdempotencyToken":{"shape":"IdStringModel"} + "IdempotencyToken":{"shape":"IdStringModel"}, + "GameSessionData":{"shape":"GameSessionData"} } }, "CreateGameSessionOutput":{ @@ -921,6 +1119,54 @@ "GameSessionQueue":{"shape":"GameSessionQueue"} } }, + "CreateMatchmakingConfigurationInput":{ + "type":"structure", + "required":[ + "Name", + "GameSessionQueueArns", + "RequestTimeoutSeconds", + "AcceptanceRequired", + "RuleSetName" + ], + "members":{ + "Name":{"shape":"MatchmakingIdStringModel"}, + "Description":{"shape":"NonZeroAndMaxString"}, + "GameSessionQueueArns":{"shape":"QueueArnsList"}, + "RequestTimeoutSeconds":{"shape":"MatchmakingRequestTimeoutInteger"}, + "AcceptanceTimeoutSeconds":{"shape":"MatchmakingAcceptanceTimeoutInteger"}, + "AcceptanceRequired":{"shape":"Boolean"}, + "RuleSetName":{"shape":"MatchmakingIdStringModel"}, + "NotificationTarget":{"shape":"SnsArnStringModel"}, + "AdditionalPlayerCount":{"shape":"WholeNumber"}, + "CustomEventData":{"shape":"CustomEventData"}, + "GameProperties":{"shape":"GamePropertyList"}, + "GameSessionData":{"shape":"GameSessionData"} + } + }, + "CreateMatchmakingConfigurationOutput":{ + "type":"structure", + "members":{ + "Configuration":{"shape":"MatchmakingConfiguration"} + } + }, + "CreateMatchmakingRuleSetInput":{ + "type":"structure", + "required":[ + "Name", + "RuleSetBody" + ], + "members":{ + "Name":{"shape":"MatchmakingIdStringModel"}, + "RuleSetBody":{"shape":"RuleSetBody"} + } + }, + "CreateMatchmakingRuleSetOutput":{ + "type":"structure", + "required":["RuleSet"], + "members":{ + "RuleSet":{"shape":"MatchmakingRuleSet"} + } + }, "CreatePlayerSessionInput":{ "type":"structure", "required":[ @@ -957,6 +1203,11 @@ "PlayerSessions":{"shape":"PlayerSessionList"} } }, + "CustomEventData":{ + "type":"string", + "max":256, + "min":1 + }, "DeleteAliasInput":{ "type":"structure", "required":["AliasId"], @@ -990,6 +1241,18 @@ "members":{ } }, + "DeleteMatchmakingConfigurationInput":{ + "type":"structure", + "required":["Name"], + "members":{ + "Name":{"shape":"MatchmakingIdStringModel"} + } + }, + "DeleteMatchmakingConfigurationOutput":{ + "type":"structure", + "members":{ + } + }, "DeleteScalingPolicyInput":{ "type":"structure", "required":[ @@ -1196,6 +1459,51 @@ "NextToken":{"shape":"NonZeroAndMaxString"} } }, + "DescribeMatchmakingConfigurationsInput":{ + "type":"structure", + "members":{ + "Names":{"shape":"MatchmakingIdList"}, + "RuleSetName":{"shape":"MatchmakingIdStringModel"}, + "Limit":{"shape":"PositiveInteger"}, + "NextToken":{"shape":"NonZeroAndMaxString"} + } + }, + "DescribeMatchmakingConfigurationsOutput":{ + "type":"structure", + "members":{ + "Configurations":{"shape":"MatchmakingConfigurationList"}, + "NextToken":{"shape":"NonZeroAndMaxString"} + } + }, + "DescribeMatchmakingInput":{ + "type":"structure", + "required":["TicketIds"], + "members":{ + "TicketIds":{"shape":"MatchmakingIdList"} + } + }, + "DescribeMatchmakingOutput":{ + "type":"structure", + "members":{ + "TicketList":{"shape":"MatchmakingTicketList"} + } + }, + "DescribeMatchmakingRuleSetsInput":{ + "type":"structure", + "members":{ + "Names":{"shape":"MatchmakingRuleSetNameList"}, + "Limit":{"shape":"RuleSetLimit"}, + "NextToken":{"shape":"NonZeroAndMaxString"} + } + }, + "DescribeMatchmakingRuleSetsOutput":{ + "type":"structure", + "required":["RuleSets"], + "members":{ + "RuleSets":{"shape":"MatchmakingRuleSetList"}, + "NextToken":{"shape":"NonZeroAndMaxString"} + } + }, "DescribePlayerSessionsInput":{ "type":"structure", "members":{ @@ -1256,6 +1564,7 @@ "member":{"shape":"DesiredPlayerSession"} }, "Double":{"type":"double"}, + "DoubleObject":{"type":"double"}, "EC2InstanceCounts":{ "type":"structure", "members":{ @@ -1483,7 +1792,8 @@ "IpAddress":{"shape":"IpAddress"}, "Port":{"shape":"PortNumber"}, "PlayerSessionCreationPolicy":{"shape":"PlayerSessionCreationPolicy"}, - "CreatorId":{"shape":"NonZeroAndMaxString"} + "CreatorId":{"shape":"NonZeroAndMaxString"}, + "GameSessionData":{"shape":"GameSessionData"} } }, "GameSessionActivationTimeoutSeconds":{ @@ -1491,6 +1801,20 @@ "max":600, "min":1 }, + "GameSessionConnectionInfo":{ + "type":"structure", + "members":{ + "GameSessionArn":{"shape":"ArnStringModel"}, + "IpAddress":{"shape":"StringModel"}, + "Port":{"shape":"PositiveInteger"}, + "MatchedPlayerSessions":{"shape":"MatchedPlayerSessionList"} + } + }, + "GameSessionData":{ + "type":"string", + "max":4096, + "min":1 + }, "GameSessionDetail":{ "type":"structure", "members":{ @@ -1530,7 +1854,8 @@ "EndTime":{"shape":"Timestamp"}, "IpAddress":{"shape":"IpAddress"}, "Port":{"shape":"PortNumber"}, - "PlacedPlayerSessions":{"shape":"PlacedPlayerSessionList"} + "PlacedPlayerSessions":{"shape":"PlacedPlayerSessionList"}, + "GameSessionData":{"shape":"GameSessionData"} } }, "GameSessionPlacementState":{ @@ -1733,6 +2058,11 @@ "UDP" ] }, + "LatencyMap":{ + "type":"map", + "key":{"shape":"NonEmptyString"}, + "value":{"shape":"PositiveInteger"} + }, "LimitExceededException":{ "type":"structure", "members":{ @@ -1786,6 +2116,112 @@ "NextToken":{"shape":"NonZeroAndMaxString"} } }, + "MatchedPlayerSession":{ + "type":"structure", + "members":{ + "PlayerId":{"shape":"NonZeroAndMaxString"}, + "PlayerSessionId":{"shape":"PlayerSessionId"} + } + }, + "MatchedPlayerSessionList":{ + "type":"list", + "member":{"shape":"MatchedPlayerSession"} + }, + "MatchmakingAcceptanceTimeoutInteger":{ + "type":"integer", + "max":600, + "min":1 + }, + "MatchmakingConfiguration":{ + "type":"structure", + "members":{ + "Name":{"shape":"MatchmakingIdStringModel"}, + "Description":{"shape":"NonZeroAndMaxString"}, + "GameSessionQueueArns":{"shape":"QueueArnsList"}, + "RequestTimeoutSeconds":{"shape":"MatchmakingRequestTimeoutInteger"}, + "AcceptanceTimeoutSeconds":{"shape":"MatchmakingAcceptanceTimeoutInteger"}, + "AcceptanceRequired":{"shape":"Boolean"}, + "RuleSetName":{"shape":"MatchmakingIdStringModel"}, + "NotificationTarget":{"shape":"SnsArnStringModel"}, + "AdditionalPlayerCount":{"shape":"WholeNumber"}, + "CustomEventData":{"shape":"CustomEventData"}, + "CreationTime":{"shape":"Timestamp"}, + "GameProperties":{"shape":"GamePropertyList"}, + "GameSessionData":{"shape":"GameSessionData"} + } + }, + "MatchmakingConfigurationList":{ + "type":"list", + "member":{"shape":"MatchmakingConfiguration"} + }, + "MatchmakingConfigurationStatus":{ + "type":"string", + "enum":[ + "CANCELED", + "COMPLETE", + "FAILED", + "PLACING", + "QUEUED", + "REQUIRES_ACCEPTANCE", + "SEARCHING", + "TIMED_OUT" + ] + }, + "MatchmakingIdList":{ + "type":"list", + "member":{"shape":"MatchmakingIdStringModel"} + }, + "MatchmakingIdStringModel":{ + "type":"string", + "max":128, + "min":1, + "pattern":"[a-zA-Z0-9-\\.]+" + }, + "MatchmakingPlayerIdList":{ + "type":"list", + "member":{"shape":"PlayerIdStringModel"} + }, + "MatchmakingRequestTimeoutInteger":{ + "type":"integer", + "max":43200, + "min":1 + }, + "MatchmakingRuleSet":{ + "type":"structure", + "required":["RuleSetBody"], + "members":{ + "RuleSetName":{"shape":"MatchmakingIdStringModel"}, + "RuleSetBody":{"shape":"RuleSetBody"}, + "CreationTime":{"shape":"Timestamp"} + } + }, + "MatchmakingRuleSetList":{ + "type":"list", + "member":{"shape":"MatchmakingRuleSet"} + }, + "MatchmakingRuleSetNameList":{ + "type":"list", + "member":{"shape":"MatchmakingIdStringModel"}, + "max":10, + "min":1 + }, + "MatchmakingTicket":{ + "type":"structure", + "members":{ + "TicketId":{"shape":"MatchmakingIdStringModel"}, + "ConfigurationName":{"shape":"MatchmakingIdStringModel"}, + "Status":{"shape":"MatchmakingConfigurationStatus"}, + "StatusReason":{"shape":"StringModel"}, + "StatusMessage":{"shape":"StringModel"}, + "StartTime":{"shape":"Timestamp"}, + "Players":{"shape":"PlayerList"}, + "GameSessionConnectionInfo":{"shape":"GameSessionConnectionInfo"} + } + }, + "MatchmakingTicketList":{ + "type":"list", + "member":{"shape":"MatchmakingTicket"} + }, "MaxConcurrentGameSessionActivations":{ "type":"integer", "max":2147483647, @@ -1861,6 +2297,20 @@ "type":"list", "member":{"shape":"PlacedPlayerSession"} }, + "Player":{ + "type":"structure", + "members":{ + "PlayerId":{"shape":"PlayerIdStringModel"}, + "PlayerAttributes":{"shape":"PlayerAttributeMap"}, + "Team":{"shape":"NonZeroAndMaxString"}, + "LatencyInMs":{"shape":"LatencyMap"} + } + }, + "PlayerAttributeMap":{ + "type":"map", + "key":{"shape":"NonZeroAndMaxString"}, + "value":{"shape":"AttributeValue"} + }, "PlayerData":{ "type":"string", "max":2048, @@ -1877,6 +2327,12 @@ "max":25, "min":1 }, + "PlayerIdStringModel":{ + "type":"string", + "max":128, + "min":1, + "pattern":"[a-zA-Z0-9-\\.]+" + }, "PlayerLatency":{ "type":"structure", "members":{ @@ -1900,6 +2356,10 @@ "type":"list", "member":{"shape":"PlayerLatencyPolicy"} }, + "PlayerList":{ + "type":"list", + "member":{"shape":"Player"} + }, "PlayerSession":{ "type":"structure", "members":{ @@ -1988,6 +2448,10 @@ "Name":{"shape":"NonZeroAndMaxString"} } }, + "QueueArnsList":{ + "type":"list", + "member":{"shape":"ArnStringModel"} + }, "RequestUploadCredentialsInput":{ "type":"structure", "required":["BuildId"], @@ -2037,6 +2501,16 @@ "TERMINAL" ] }, + "RuleSetBody":{ + "type":"string", + "max":65535, + "min":1 + }, + "RuleSetLimit":{ + "type":"integer", + "max":10, + "min":1 + }, "RuntimeConfiguration":{ "type":"structure", "members":{ @@ -2127,6 +2601,12 @@ "max":50, "min":1 }, + "SnsArnStringModel":{ + "type":"string", + "max":300, + "min":1, + "pattern":"[a-zA-Z0-9:_/-]+" + }, "StartGameSessionPlacementInput":{ "type":"structure", "required":[ @@ -2141,7 +2621,8 @@ "MaximumPlayerSessionCount":{"shape":"WholeNumber"}, "GameSessionName":{"shape":"NonZeroAndMaxString"}, "PlayerLatencies":{"shape":"PlayerLatencyList"}, - "DesiredPlayerSessions":{"shape":"DesiredPlayerSessionList"} + "DesiredPlayerSessions":{"shape":"DesiredPlayerSessionList"}, + "GameSessionData":{"shape":"GameSessionData"} } }, "StartGameSessionPlacementOutput":{ @@ -2150,6 +2631,24 @@ "GameSessionPlacement":{"shape":"GameSessionPlacement"} } }, + "StartMatchmakingInput":{ + "type":"structure", + "required":[ + "ConfigurationName", + "Players" + ], + "members":{ + "TicketId":{"shape":"MatchmakingIdStringModel"}, + "ConfigurationName":{"shape":"MatchmakingIdStringModel"}, + "Players":{"shape":"PlayerList"} + } + }, + "StartMatchmakingOutput":{ + "type":"structure", + "members":{ + "MatchmakingTicket":{"shape":"MatchmakingTicket"} + } + }, "StopGameSessionPlacementInput":{ "type":"structure", "required":["PlacementId"], @@ -2163,10 +2662,28 @@ "GameSessionPlacement":{"shape":"GameSessionPlacement"} } }, + "StopMatchmakingInput":{ + "type":"structure", + "required":["TicketId"], + "members":{ + "TicketId":{"shape":"MatchmakingIdStringModel"} + } + }, + "StopMatchmakingOutput":{ + "type":"structure", + "members":{ + } + }, + "StringDoubleMap":{ + "type":"map", + "key":{"shape":"NonZeroAndMaxString"}, + "value":{"shape":"DoubleObject"} + }, "StringList":{ "type":"list", "member":{"shape":"NonZeroAndMaxString"} }, + "StringModel":{"type":"string"}, "TerminalRoutingStrategyException":{ "type":"structure", "members":{ @@ -2182,6 +2699,13 @@ }, "exception":true }, + "UnsupportedRegionException":{ + "type":"structure", + "members":{ + "Message":{"shape":"NonEmptyString"} + }, + "exception":true + }, "UpdateAliasInput":{ "type":"structure", "required":["AliasId"], @@ -2295,6 +2819,30 @@ "GameSessionQueue":{"shape":"GameSessionQueue"} } }, + "UpdateMatchmakingConfigurationInput":{ + "type":"structure", + "required":["Name"], + "members":{ + "Name":{"shape":"MatchmakingIdStringModel"}, + "Description":{"shape":"NonZeroAndMaxString"}, + "GameSessionQueueArns":{"shape":"QueueArnsList"}, + "RequestTimeoutSeconds":{"shape":"MatchmakingRequestTimeoutInteger"}, + "AcceptanceTimeoutSeconds":{"shape":"MatchmakingAcceptanceTimeoutInteger"}, + "AcceptanceRequired":{"shape":"Boolean"}, + "RuleSetName":{"shape":"MatchmakingIdStringModel"}, + "NotificationTarget":{"shape":"SnsArnStringModel"}, + "AdditionalPlayerCount":{"shape":"WholeNumber"}, + "CustomEventData":{"shape":"CustomEventData"}, + "GameProperties":{"shape":"GamePropertyList"}, + "GameSessionData":{"shape":"GameSessionData"} + } + }, + "UpdateMatchmakingConfigurationOutput":{ + "type":"structure", + "members":{ + "Configuration":{"shape":"MatchmakingConfiguration"} + } + }, "UpdateRuntimeConfigurationInput":{ "type":"structure", "required":[ @@ -2312,6 +2860,19 @@ "RuntimeConfiguration":{"shape":"RuntimeConfiguration"} } }, + "ValidateMatchmakingRuleSetInput":{ + "type":"structure", + "required":["RuleSetBody"], + "members":{ + "RuleSetBody":{"shape":"RuleSetBody"} + } + }, + "ValidateMatchmakingRuleSetOutput":{ + "type":"structure", + "members":{ + "Valid":{"shape":"Boolean"} + } + }, "WholeNumber":{ "type":"integer", "min":0 diff --git a/models/apis/gamelift/2015-10-01/docs-2.json b/models/apis/gamelift/2015-10-01/docs-2.json index d627cf26b78..4e40161a2ca 100644 --- a/models/apis/gamelift/2015-10-01/docs-2.json +++ b/models/apis/gamelift/2015-10-01/docs-2.json @@ -1,18 +1,22 @@ { "version": "2.0", - "service": "Amazon GameLift Service

Amazon GameLift is a managed service for developers who need a scalable, dedicated server solution for their multiplayer games. Amazon GameLift provides tools for the following tasks: (1) acquire computing resources and deploy game servers, (2) scale game server capacity to meet player demand, (3) host game sessions and manage player access, and (4) track in-depth metrics on player usage and server performance.

The Amazon GameLift service API includes two important function sets:

This reference guide describes the low-level service API for Amazon GameLift. You can use the API functionality with these tools:

MORE RESOURCES

API SUMMARY

This list offers a functional overview of the Amazon GameLift service API.

Managing Games and Players

These actions allow you to start new game sessions, find existing game sessions, track status and other game session information, and enable access for players to join game sessions.

Setting Up and Managing Game Servers

When setting up Amazon GameLift resources for your game, you first create a game build and upload it to Amazon GameLift. You can then use these actions to configure and manage a fleet of resources to run your game servers, scale capacity to meet player demand, access performance and utilization metrics, and more.

", + "service": "Amazon GameLift Service

Amazon GameLift is a managed service for developers who need a scalable, dedicated server solution for their multiplayer games. Amazon GameLift provides tools for the following tasks: (1) acquire computing resources and deploy game servers, (2) scale game server capacity to meet player demand, (3) host game sessions and manage player access, and (4) track in-depth metrics on player usage and server performance.

The Amazon GameLift service API includes two important function sets:

This reference guide describes the low-level service API for Amazon GameLift. You can use the API functionality with these tools:

MORE RESOURCES

API SUMMARY

This list offers a functional overview of the Amazon GameLift service API.

Managing Games and Players

Use these actions to start new game sessions, find existing game sessions, track game session status and other information, and enable player access to game sessions.

Setting Up and Managing Game Servers

When setting up Amazon GameLift resources for your game, you first create a game build and upload it to Amazon GameLift. You can then use these actions to configure and manage a fleet of resources to run your game servers, scale capacity to meet player demand, access performance and utilization metrics, and more.

", "operations": { + "AcceptMatch": "

Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.

When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error.

To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match.

If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where all players accepted the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to accept the match, the ticket status is set to FAILED, and processing is terminated. A new matchmaking request for these players can be submitted as needed.

Matchmaking-related operations include:

", "CreateAlias": "

Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. By using a fleet alias instead of a specific fleet ID, you can switch gameplay and players to a new fleet without changing your game client or other game components. For example, for games in production, using an alias allows you to seamlessly redirect your player base to a new game server update.

Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.

To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. You can reassign an alias to another fleet by calling UpdateAlias.

Alias-related operations include:

", "CreateBuild": "

Creates a new Amazon GameLift build from a set of game server binary files stored in an Amazon Simple Storage Service (Amazon S3) location. To use this API call, create a .zip file containing all of the files for the build and store it in an Amazon S3 bucket under your AWS account. For help on packaging your build files and creating a build, see Uploading Your Game to Amazon GameLift.

Use this API action ONLY if you are storing your game build files in an Amazon S3 bucket. To create a build using files stored locally, use the CLI command upload-build , which uploads the build files from a file location you specify.

To create a new build using CreateBuild, identify the storage location and operating system of your game build. You also have the option of specifying a build name and version. If successful, this action creates a new build record with an unique build ID and in INITIALIZED status. Use the API call DescribeBuild to check the status of your build. A build must be in READY status before it can be used to create fleets to host your game.

Build-related operations include:

", - "CreateFleet": "

Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple server processes to host game sessions. You configure a fleet to create instances with certain hardware specifications (see Amazon EC2 Instance Types for more information), and deploy a specified game build to each instance. A newly created fleet passes through several statuses; once it reaches the ACTIVE status, it can begin hosting game sessions.

To create a new fleet, you must specify the following: (1) fleet name, (2) build ID of an uploaded game build, (3) an EC2 instance type, and (4) a run-time configuration that describes which server processes to run on each instance in the fleet. (Although the run-time configuration is not a required parameter, the fleet cannot be successfully activated without it.)

You can also configure the new fleet with the following settings:

If you use Amazon CloudWatch for metrics, you can add the new fleet to a metric group. This allows you to view aggregated metrics for a set of fleets. Once you specify a metric group, the new fleet's metrics are included in the metric group's data.

If the CreateFleet call is successful, Amazon GameLift performs the following tasks:

Fleet-related operations include:

", - "CreateGameSession": "

Creates a multiplayer game session for players. This action creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must have an ACTIVE status before a game session can be created in it.

To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing game session properties, including a game session ID with the custom string you provided.

Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change.

Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request.

By default, newly created game sessions allow new players to join. Use UpdateGameSession to change the game session's player session creation policy.

Available in Amazon GameLift Local.

Game-session-related operations include:

", + "CreateFleet": "

Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple server processes to host game sessions. You configure a fleet to create instances with certain hardware specifications (see Amazon EC2 Instance Types for more information), and deploy a specified game build to each instance. A newly created fleet passes through several statuses; once it reaches the ACTIVE status, it can begin hosting game sessions.

To create a new fleet, you must specify the following: (1) fleet name, (2) build ID of an uploaded game build, (3) an EC2 instance type, and (4) a run-time configuration that describes which server processes to run on each instance in the fleet. (Although the run-time configuration is not a required parameter, the fleet cannot be successfully activated without it.)

You can also configure the new fleet with the following settings:

If you use Amazon CloudWatch for metrics, you can add the new fleet to a metric group. This allows you to view aggregated metrics for a set of fleets. Once you specify a metric group, the new fleet's metrics are included in the metric group's data.

If the CreateFleet call is successful, Amazon GameLift performs the following tasks:

Fleet-related operations include:

", + "CreateGameSession": "

Creates a multiplayer game session for players. This action creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must have an ACTIVE status before a game session can be created in it.

To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing the game session properties and other settings you specified.

Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change.

Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request.

Player acceptance policy. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.

Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.

Available in Amazon GameLift Local.

Game-session-related operations include:

", "CreateGameSessionQueue": "

Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple regions. To add placement requests to a queue, call StartGameSessionPlacement and reference the queue name.

Destination order. When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience.

Player latency policies. For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc.

To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned.

Queue-related operations include:

", + "CreateMatchmakingConfiguration": "

Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines for matching players and getting the matches into games. You can set up multiple matchmaking configurations to handle the scenarios needed for your game. Each matchmaking request (StartMatchmaking) specifies a configuration for the match and provides player attributes to support the configuration being used.

To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a new game session for the match; and the maximum time allowed for a matchmaking attempt.

Player acceptance -- In each configuration, you have the option to require that all players accept participation in a proposed match. To enable this feature, set AcceptanceRequired to true and specify a time limit for player acceptance. Players have the option to accept or reject a proposed match, and a match does not move ahead to game session placement unless all matched players accept.

Matchmaking status notification -- There are two ways to track the progress of matchmaking tickets: (1) polling ticket status with DescribeMatchmaking; or (2) receiving notifications with Amazon Simple Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the notifications, and provide the topic ARN in the matchmaking configuration (see Setting up Notifications for Matchmaking). Since notifications promise only \"best effort\" delivery, we recommend calling DescribeMatchmaking if no notifications are received within 30 seconds.

Operations related to match configurations and rule sets include:

", + "CreateMatchmakingRuleSet": "

Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams, and sets the parameters for acceptable player matches, such as minimum skill level or character type. Rule sets are used in matchmaking configurations, which define how matchmaking requests are handled. Each MatchmakingConfiguration uses one rule set; you can set up multiple rule sets to handle the scenarios that suit your game (such as for different game modes), and create a separate matchmaking configuration for each rule set. See additional information on rule set content in the MatchmakingRuleSet structure. For help creating rule sets, including useful examples, see the topic Adding FlexMatch to Your Game.

Once created, matchmaking rule sets cannot be changed or deleted, so we recommend checking the rule set syntax using ValidateMatchmakingRuleSetbefore creating the rule set.

To create a matchmaking rule set, provide the set of rules and a unique name. Rule sets must be defined in the same region as the matchmaking configuration they will be used with. Rule sets cannot be edited or deleted. If you need to change a rule set, create a new one with the necessary edits and then update matchmaking configurations to use the new rule set.

Operations related to match configurations and rule sets include:

", "CreatePlayerSession": "

Adds a player to a game session and creates a player session record. Before a player can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a group of players to a game session, use CreatePlayerSessions.

To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, the player is added to the game session and a new PlayerSession object is returned. Player sessions cannot be updated.

Available in Amazon GameLift Local.

Player-session-related operations include:

", "CreatePlayerSessions": "

Adds a group of players to a game session. This action is useful with a team matching feature. Before players can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a single player to a game session, use CreatePlayerSession.

To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, the players are added to the game session and a set of new PlayerSession objects is returned. Player sessions cannot be updated.

Available in Amazon GameLift Local.

Player-session-related operations include:

", "DeleteAlias": "

Deletes an alias. This action removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.

Alias-related operations include:

", "DeleteBuild": "

Deletes a build. This action permanently deletes the build record and any uploaded build files.

To delete a build, specify its ID. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.

Build-related operations include:

", "DeleteFleet": "

Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.

This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.

Fleet-related operations include:

", "DeleteGameSessionQueue": "

Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference this queue will fail. To delete a queue, specify the queue name.

Queue-related operations include:

", + "DeleteMatchmakingConfiguration": "

Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.

Operations related to match configurations and rule sets include:

", "DeleteScalingPolicy": "

Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.

Fleet-related operations include:

", "DescribeAlias": "

Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias.

To get alias properties, specify the alias ID. If successful, the requested alias record is returned.

Alias-related operations include:

", "DescribeBuild": "

Retrieves properties for a build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.

Build-related operations include:

", @@ -27,10 +31,13 @@ "DescribeGameSessionQueues": "

Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the region.

Queue-related operations include:

", "DescribeGameSessions": "

Retrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails.

To get game sessions, specify one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session matching the request.

Available in Amazon GameLift Local.

Game-session-related operations include:

", "DescribeInstances": "

Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance.

To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.

", + "DescribeMatchmaking": "

Retrieves a set of one or more matchmaking tickets. Use this operation to retrieve ticket information, including status and--once a successful match is made--acquire connection information for the resulting new game session.

You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to using event notifications. See more details on tracking matchmaking requests through polling or notifications in StartMatchmaking.

You can request data for a one or a list of ticket IDs. If the request is successful, a ticket object is returned for each requested ID. When specifying a list of ticket IDs, objects are returned only for tickets that currently exist.

Matchmaking-related operations include:

", + "DescribeMatchmakingConfigurations": "

Retrieves the details of FlexMatch matchmaking configurations. with this operation, you have the following options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to retrieve, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.

Operations related to match configurations and rule sets include:

", + "DescribeMatchmakingRuleSets": "

Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name.

Operations related to match configurations and rule sets include:

", "DescribePlayerSessions": "

Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId to request properties for a specific player session; (2) provide a GameSessionId to request properties for all player sessions in the specified game session; (3) provide a PlayerId to request properties for all player sessions of a specified player.

To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.

Available in Amazon GameLift Local.

Player-session-related operations include:

", "DescribeRuntimeConfiguration": "

Retrieves the current run-time configuration for the specified fleet. The run-time configuration tells Amazon GameLift how to launch server processes on instances in the fleet.

Fleet-related operations include:

", "DescribeScalingPolicies": "

Retrieves all scaling policies applied to a fleet.

To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.

Fleet-related operations include:

", - "GetGameSessionLogUrl": "

Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3. Use this URL to download the logs.

See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.

Game-session-related operations include:

", + "GetGameSessionLogUrl": "

Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.

See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.

Game-session-related operations include:

", "GetInstanceAccess": "

Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or watching activity in real time.

Access requires credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request. (See the example later in this topic). For more information on remote access, see Remotely Accessing an Instance.

To request access to a specific instance, specify the IDs of the instance and the fleet it belongs to. If successful, an InstanceAccess object is returned containing the instance's IP address and a set of credentials.

", "ListAliases": "

Retrieves all aliases for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.

Returned aliases are not listed in any particular order.

Alias-related operations include:

", "ListBuilds": "

Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages.

Build records are not listed in any particular order.

Build-related operations include:

", @@ -39,8 +46,10 @@ "RequestUploadCredentials": "

This API call is not currently in use. Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage location for a specific build. Valid credentials are required to upload your game build files to Amazon S3.

", "ResolveAlias": "

Retrieves the fleet ID that a specified alias is currently pointing to.

Alias-related operations include:

", "SearchGameSessions": "

Retrieves a set of game sessions that match a set of search criteria and sorts them in a specified order. A game session search is limited to a single fleet. Search results include only game sessions that are in ACTIVE status. If you need to retrieve game sessions with a status other than active, use DescribeGameSessions. If you need to retrieve the protection policy for each game session, use DescribeGameSessionDetails.

You can search or sort by the following game session attributes:

To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of GameSession objects matching the request is returned.

Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.

Game-session-related operations include:

", - "StartGameSessionPlacement": "

Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.

A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.

When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.

Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each region's average lag for all players and reorders to get the best game play across all players.

To place a new game session request, specify the following:

If successful, a new game session placement is created.

To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is Fulfilled, a new game session has been created and a game session ARN and region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.

Game-session-related operations include:

", - "StopGameSessionPlacement": "

Cancels a game session placement that is in Pending status. To stop a placement, provide the placement ID values. If successful, the placement is moved to Cancelled status.

Game-session-related operations include:

", + "StartGameSessionPlacement": "

Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.

A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.

When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.

Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each region's average lag for all players and reorders to get the best game play across all players.

To place a new game session request, specify the following:

If successful, a new game session placement is created.

To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.

Game-session-related operations include:

", + "StartMatchmaking": "

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new game for the matched players. Each matchmaking request specifies the type of match to build (team configuration, rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to host the new game session for optimal performance. A matchmaking request might start with a single player or a group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match type, rules, and the queue used to place a new game session are defined in a MatchmakingConfiguration. For complete information on setting up and using FlexMatch, see the topic Adding FlexMatch to Your Game.

To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If successful, a matchmaking ticket is returned with status set to QUEUED. Track the status of the ticket to respond as needed and acquire game session connection information for sucessfully completed matches.

Tracking ticket status -- A couple of options are available for tracking the status of matchmaking requests:

Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows:

  1. Your client code submits a StartMatchmaking request for one or more players and tracks the status of the request ticket.

  2. FlexMatch uses this ticket and others in process to build an acceptable match. When a potential match is identified, all tickets in the proposed match are advanced to the next status.

  3. If the match requires player acceptance (set in the matchmaking configuration), the tickets move into status REQUIRES_ACCEPTANCE. This status triggers your client code to solicit acceptance from all players in every ticket involved in the match, and then call AcceptMatch for each player. If any player rejects or fails to accept the match before a specified timeout, the proposed match is dropped (see AcceptMatch for more details).

  4. Once a match is proposed and accepted, the matchmaking tickets move into status PLACING. FlexMatch locates resources for a new game session using the game session queue (set in the matchmaking configuration) and creates the game session based on the match data.

  5. When the match is successfully placed, the matchmaking tickets move into COMPLETED status. Connection information (including game session endpoint and player session) is added to the matchmaking tickets. Matched players can use the connection information to join the game.

Matchmaking-related operations include:

", + "StopGameSessionPlacement": "

Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status.

Game-session-related operations include:

", + "StopMatchmaking": "

Cancels a matchmaking ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED.

Matchmaking-related operations include:

", "UpdateAlias": "

Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.

Alias-related operations include:

", "UpdateBuild": "

Updates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.

Build-related operations include:

", "UpdateFleetAttributes": "

Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values that you want to change. If successful, the fleet ID for the updated fleet is returned.

Fleet-related operations include:

", @@ -48,9 +57,27 @@ "UpdateFleetPortSettings": "

Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned.

Fleet-related operations include:

", "UpdateGameSession": "

Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.

Game-session-related operations include:

", "UpdateGameSessionQueue": "

Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.

Queue-related operations include:

", - "UpdateRuntimeConfiguration": "

Updates the current run-time configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on instances in the fleet. You can update a fleet's run-time configuration at any time after the fleet is created; it does not need to be in an ACTIVE status.

To update run-time configuration, specify the fleet ID and provide a RuntimeConfiguration object with the updated collection of server process configurations.

Each instance in a Amazon GameLift fleet checks regularly for an updated run-time configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while Amazon GameLift simply adds new server processes to fit the current run-time configuration. As a result, the run-time configuration changes are applied gradually as existing processes shut down and new processes are launched in Amazon GameLift's normal process recycling activity.

Fleet-related operations include:

" + "UpdateMatchmakingConfiguration": "

Updates settings for a FlexMatch matchmaking configuration. To update settings, specify the configuration name to be updated and provide the new settings.

Operations related to match configurations and rule sets include:

", + "UpdateRuntimeConfiguration": "

Updates the current run-time configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on instances in the fleet. You can update a fleet's run-time configuration at any time after the fleet is created; it does not need to be in an ACTIVE status.

To update run-time configuration, specify the fleet ID and provide a RuntimeConfiguration object with the updated collection of server process configurations.

Each instance in a Amazon GameLift fleet checks regularly for an updated run-time configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while Amazon GameLift simply adds new server processes to fit the current run-time configuration. As a result, the run-time configuration changes are applied gradually as existing processes shut down and new processes are launched in Amazon GameLift's normal process recycling activity.

Fleet-related operations include:

", + "ValidateMatchmakingRuleSet": "

Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set uses syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set string.

Operations related to match configurations and rule sets include:

" }, "shapes": { + "AcceptMatchInput": { + "base": "

Represents the input for a request action.

", + "refs": { + } + }, + "AcceptMatchOutput": { + "base": null, + "refs": { + } + }, + "AcceptanceType": { + "base": null, + "refs": { + "AcceptMatchInput$AcceptanceType": "

Player response to the proposed match.

" + } + }, "Alias": { "base": "

Properties describing a fleet alias.

Alias-related operations include:

", "refs": { @@ -90,19 +117,36 @@ "DescribeGameSessionsInput$GameSessionId": "

Unique identifier for the game session to retrieve. You can use either a GameSessionId or GameSessionArn value.

", "DescribePlayerSessionsInput$GameSessionId": "

Unique identifier for the game session to retrieve player sessions for.

", "FleetAttributes$FleetArn": "

Identifier for a fleet that is unique across all regions.

", + "GameSessionConnectionInfo$GameSessionArn": "

Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it.

", "GameSessionQueue$GameSessionQueueArn": "

Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

", "GameSessionQueueDestination$DestinationArn": "

Amazon Resource Name (ARN) 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.

", "GetGameSessionLogUrlInput$GameSessionId": "

Unique identifier for the game session to get logs for.

", + "QueueArnsList$member": null, "UpdateGameSessionInput$GameSessionId": "

Unique identifier for the game session to update.

" } }, + "AttributeValue": { + "base": "

Values for use in Player attribute type: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.

", + "refs": { + "PlayerAttributeMap$value": null + } + }, "AwsCredentials": { - "base": "

AWS access credentials sometimes used for uploading game build files to Amazon GameLift. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials.

", + "base": "

Temporary access credentials used for uploading game build files to Amazon GameLift. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials.

", "refs": { "CreateBuildOutput$UploadCredentials": "

This element is not currently in use.

", "RequestUploadCredentialsOutput$UploadCredentials": "

AWS credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for.

" } }, + "Boolean": { + "base": null, + "refs": { + "CreateMatchmakingConfigurationInput$AcceptanceRequired": "

Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.

", + "MatchmakingConfiguration$AcceptanceRequired": "

Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.

", + "UpdateMatchmakingConfigurationInput$AcceptanceRequired": "

Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.

", + "ValidateMatchmakingRuleSetOutput$Valid": "

Response indicating whether or not the rule set is valid.

" + } + }, "Build": { "base": "

Properties describing a game build.

Build-related operations include:

", "refs": { @@ -200,6 +244,26 @@ "refs": { } }, + "CreateMatchmakingConfigurationInput": { + "base": "

Represents the input for a request action.

", + "refs": { + } + }, + "CreateMatchmakingConfigurationOutput": { + "base": "

Represents the returned data in response to a request action.

", + "refs": { + } + }, + "CreateMatchmakingRuleSetInput": { + "base": "

Represents the input for a request action.

", + "refs": { + } + }, + "CreateMatchmakingRuleSetOutput": { + "base": "

Represents the returned data in response to a request action.

", + "refs": { + } + }, "CreatePlayerSessionInput": { "base": "

Represents the input for a request action.

", "refs": { @@ -220,6 +284,14 @@ "refs": { } }, + "CustomEventData": { + "base": null, + "refs": { + "CreateMatchmakingConfigurationInput$CustomEventData": "

Information to attached to all events related to the matchmaking configuration.

", + "MatchmakingConfiguration$CustomEventData": "

Information to attached to all events related to the matchmaking configuration.

", + "UpdateMatchmakingConfigurationInput$CustomEventData": "

Information to attached to all events related to the matchmaking configuration.

" + } + }, "DeleteAliasInput": { "base": "

Represents the input for a request action.

", "refs": { @@ -245,6 +317,16 @@ "refs": { } }, + "DeleteMatchmakingConfigurationInput": { + "base": "

Represents the input for a request action.

", + "refs": { + } + }, + "DeleteMatchmakingConfigurationOutput": { + "base": null, + "refs": { + } + }, "DeleteScalingPolicyInput": { "base": "

Represents the input for a request action.

", "refs": { @@ -380,6 +462,36 @@ "refs": { } }, + "DescribeMatchmakingConfigurationsInput": { + "base": "

Represents the input for a request action.

", + "refs": { + } + }, + "DescribeMatchmakingConfigurationsOutput": { + "base": "

Represents the returned data in response to a request action.

", + "refs": { + } + }, + "DescribeMatchmakingInput": { + "base": "

Represents the input for a request action.

", + "refs": { + } + }, + "DescribeMatchmakingOutput": { + "base": "

Represents the returned data in response to a request action.

", + "refs": { + } + }, + "DescribeMatchmakingRuleSetsInput": { + "base": "

Represents the input for a request action.

", + "refs": { + } + }, + "DescribeMatchmakingRuleSetsOutput": { + "base": "

Represents the returned data in response to a request action.

", + "refs": { + } + }, "DescribePlayerSessionsInput": { "base": "

Represents the input for a request action.

", "refs": { @@ -429,6 +541,13 @@ "ScalingPolicy$Threshold": "

Metric value used to trigger a scaling event.

" } }, + "DoubleObject": { + "base": null, + "refs": { + "AttributeValue$N": "

For number values, expressed as double.

", + "StringDoubleMap$value": null + } + }, "EC2InstanceCounts": { "base": "

Current status of fleet capacity. The number of active instances should match or be in the process of matching the number of desired instances. Pending and terminating counts are non-zero only if fleet capacity is adjusting to an UpdateFleetCapacity request, or if access to resources is temporarily affected.

Fleet-related operations include:

", "refs": { @@ -466,7 +585,7 @@ "EventCode": { "base": null, "refs": { - "Event$EventCode": "

Type of event being logged. The following events are currently in use:

" + "Event$EventCode": "

Type of event being logged. The following events are currently in use:

" } }, "EventList": { @@ -584,7 +703,7 @@ } }, "GameProperty": { - "base": "

Set of key-value pairs containing information a server process requires to set up a game session. This object allows you to pass in any set of data needed for your game. For more information, see the Amazon GameLift Developer Guide.

", + "base": "

Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session, such as to specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session; the server process uses the properties as appropriate. For more information, see the Amazon GameLift Developer Guide.

", "refs": { "GamePropertyList$member": null } @@ -592,26 +711,29 @@ "GamePropertyKey": { "base": null, "refs": { - "GameProperty$Key": "

TBD

" + "GameProperty$Key": "

Game property identifier.

" } }, "GamePropertyList": { "base": null, "refs": { - "CreateGameSessionInput$GameProperties": "

Set of developer-defined properties for a game session. These properties are passed to the server process hosting the game session.

", - "GameSession$GameProperties": "

Set of developer-defined properties for a game session. These properties are passed to the server process hosting the game session.

", - "GameSessionPlacement$GameProperties": "

Set of developer-defined properties for a game session. These properties are passed to the server process hosting the game session.

", - "StartGameSessionPlacementInput$GameProperties": "

Set of developer-defined properties for a game session. These properties are passed to the server process hosting the game session.

" + "CreateGameSessionInput$GameProperties": "

Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session).

", + "CreateMatchmakingConfigurationInput$GameProperties": "

Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

", + "GameSession$GameProperties": "

Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session).

", + "GameSessionPlacement$GameProperties": "

Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session).

", + "MatchmakingConfiguration$GameProperties": "

Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

", + "StartGameSessionPlacementInput$GameProperties": "

Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session).

", + "UpdateMatchmakingConfigurationInput$GameProperties": "

Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

" } }, "GamePropertyValue": { "base": null, "refs": { - "GameProperty$Value": "

TBD

" + "GameProperty$Value": "

Game property value.

" } }, "GameSession": { - "base": "

Properties describing a game session.

Game-session-related operations include:

", + "base": "

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.

Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.

Game-session-related operations include:

", "refs": { "CreateGameSessionOutput$GameSession": "

Object that describes the newly created game session record.

", "GameSessionDetail$GameSession": "

Object that describes a game session.

", @@ -625,6 +747,24 @@ "RuntimeConfiguration$GameSessionActivationTimeoutSeconds": "

Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.

" } }, + "GameSessionConnectionInfo": { + "base": "

Connection information for the new game session that is created with matchmaking. (with StartMatchmaking). Once a match is set, the FlexMatch engine places the match and 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 MatchmakingTicket, which can be retrieved by calling DescribeMatchmaking.

", + "refs": { + "MatchmakingTicket$GameSessionConnectionInfo": "

Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed.

" + } + }, + "GameSessionData": { + "base": null, + "refs": { + "CreateGameSessionInput$GameSessionData": "

Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session).

", + "CreateMatchmakingConfigurationInput$GameSessionData": "

Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

", + "GameSession$GameSessionData": "

Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session).

", + "GameSessionPlacement$GameSessionData": "

Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session).

", + "MatchmakingConfiguration$GameSessionData": "

Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

", + "StartGameSessionPlacementInput$GameSessionData": "

Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session).

", + "UpdateMatchmakingConfigurationInput$GameSessionData": "

Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

" + } + }, "GameSessionDetail": { "base": "

A game session's properties plus the protection policy currently in force.

", "refs": { @@ -654,7 +794,7 @@ "refs": { "DescribeGameSessionPlacementOutput$GameSessionPlacement": "

Object that describes the requested game session placement.

", "StartGameSessionPlacementOutput$GameSessionPlacement": "

Object that describes the newly created game session placement. This object includes all the information provided in the request, as well as start/end time stamps and placement status.

", - "StopGameSessionPlacementOutput$GameSessionPlacement": "

Object that describes the canceled game session placement, with Cancelled status and an end time stamp.

" + "StopGameSessionPlacementOutput$GameSessionPlacement": "

Object that describes the canceled game session placement, with CANCELLED status and an end time stamp.

" } }, "GameSessionPlacementState": { @@ -664,7 +804,7 @@ } }, "GameSessionQueue": { - "base": "

Configuration of a queue that is used to process game session placement requests. The queue configuration identifies several game features:

Queue-related operations include:

Queue-related operations include the following:

", + "base": "

Configuration of a queue that is used to process game session placement requests. The queue configuration identifies several game features:

Queue-related operations include:

", "refs": { "CreateGameSessionQueueOutput$GameSessionQueue": "

Object that describes the newly created game session queue.

", "GameSessionQueueList$member": null, @@ -694,13 +834,13 @@ "GameSessionQueueName": { "base": null, "refs": { - "CreateGameSessionQueueInput$Name": "

Descriptive label that is associated with queue. Queue names must be unique within each region.

", - "DeleteGameSessionQueueInput$Name": "

Descriptive label that is associated with queue. Queue names must be unique within each region.

", - "GameSessionPlacement$GameSessionQueueName": "

Descriptive label that is associated with queue. Queue names must be unique within each region.

", - "GameSessionQueue$Name": "

Descriptive label that is associated with queue. Queue names must be unique within each region.

", + "CreateGameSessionQueueInput$Name": "

Descriptive label that is associated with game session queue. Queue names must be unique within each region.

", + "DeleteGameSessionQueueInput$Name": "

Descriptive label that is associated with game session queue. Queue names must be unique within each region.

", + "GameSessionPlacement$GameSessionQueueName": "

Descriptive label that is associated with game session queue. Queue names must be unique within each region.

", + "GameSessionQueue$Name": "

Descriptive label that is associated with game session queue. Queue names must be unique within each region.

", "GameSessionQueueNameList$member": null, "StartGameSessionPlacementInput$GameSessionQueueName": "

Name of the queue to use to place the new game session.

", - "UpdateGameSessionQueueInput$Name": "

Descriptive label that is associated with queue. Queue names must be unique within each region.

" + "UpdateGameSessionQueueInput$Name": "

Descriptive label that is associated with game session queue. Queue names must be unique within each region.

" } }, "GameSessionQueueNameList": { @@ -739,7 +879,7 @@ "base": null, "refs": { "CreateGameSessionInput$GameSessionId": "

This parameter is no longer preferred. Please use IdempotencyToken instead. Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. (A game session ID has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.)

", - "CreateGameSessionInput$IdempotencyToken": "

Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. (A game session ID has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.)

", + "CreateGameSessionInput$IdempotencyToken": "

Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. (A game session ID has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.) Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.

", "DescribeGameSessionPlacementInput$PlacementId": "

Unique identifier for a game session placement to retrieve.

", "GameSessionPlacement$PlacementId": "

Unique identifier for a game session placement.

", "StartGameSessionPlacementInput$PlacementId": "

Unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.

", @@ -752,7 +892,7 @@ } }, "Instance": { - "base": "

Properties that describe an instance of a virtual computing resource that hosts one or more game servers. A fleet contains zero or more instances.

", + "base": "

Properties that describe an instance of a virtual computing resource that hosts one or more game servers. A fleet may contain zero or more instances.

", "refs": { "InstanceList$member": null } @@ -821,7 +961,7 @@ "base": null, "refs": { "GameSession$IpAddress": "

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

", - "GameSessionPlacement$IpAddress": "

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 is set once the new game session is placed (placement status is Fulfilled).

", + "GameSessionPlacement$IpAddress": "

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 is set once the new game session is placed (placement status is FULFILLED).

", "Instance$IpAddress": "

IP address assigned to the instance.

", "InstanceAccess$IpAddress": "

IP address assigned to the instance.

", "PlayerSession$IpAddress": "

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

" @@ -848,6 +988,12 @@ "IpPermission$Protocol": "

Network communication protocol used by the fleet.

" } }, + "LatencyMap": { + "base": null, + "refs": { + "Player$LatencyInMs": "

Set of values, expressed in milliseconds, indicating 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 that are included in the object map. If not present (that is, null), FlexMatch ignores latency issues and may place the match in any region in the queue.

If this property contains an empty map, FlexMatch assumes that no regions are available to the player. In this scenario, the ticket is not matchable and always times out unless canceled.

" + } + }, "LimitExceededException": { "base": "

The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.

", "refs": { @@ -883,6 +1029,122 @@ "refs": { } }, + "MatchedPlayerSession": { + "base": "

New player session 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.

", + "refs": { + "MatchedPlayerSessionList$member": null + } + }, + "MatchedPlayerSessionList": { + "base": null, + "refs": { + "GameSessionConnectionInfo$MatchedPlayerSessions": "

Collection of player session IDs, one for each player ID that was included in the original matchmaking request.

" + } + }, + "MatchmakingAcceptanceTimeoutInteger": { + "base": null, + "refs": { + "CreateMatchmakingConfigurationInput$AcceptanceTimeoutSeconds": "

Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

", + "MatchmakingConfiguration$AcceptanceTimeoutSeconds": "

Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

", + "UpdateMatchmakingConfigurationInput$AcceptanceTimeoutSeconds": "

Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

" + } + }, + "MatchmakingConfiguration": { + "base": "

Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.

", + "refs": { + "CreateMatchmakingConfigurationOutput$Configuration": "

Object that describes the newly created matchmaking configuration.

", + "MatchmakingConfigurationList$member": null, + "UpdateMatchmakingConfigurationOutput$Configuration": "

Object that describes the updated matchmaking configuration.

" + } + }, + "MatchmakingConfigurationList": { + "base": null, + "refs": { + "DescribeMatchmakingConfigurationsOutput$Configurations": "

Collection of requested matchmaking configuration objects.

" + } + }, + "MatchmakingConfigurationStatus": { + "base": null, + "refs": { + "MatchmakingTicket$Status": "

Current status of the matchmaking request.

" + } + }, + "MatchmakingIdList": { + "base": null, + "refs": { + "DescribeMatchmakingConfigurationsInput$Names": "

Unique identifier for a matchmaking configuration(s) to retrieve. To request all existing configurations, leave this parameter empty.

", + "DescribeMatchmakingInput$TicketIds": "

Unique identifier for a matchmaking ticket. To request all existing tickets, leave this parameter empty.

" + } + }, + "MatchmakingIdStringModel": { + "base": null, + "refs": { + "AcceptMatchInput$TicketId": "

Unique identifier for a matchmaking ticket. The ticket must be in status REQUIRES_ACCEPTANCE; otherwise this request will fail.

", + "CreateMatchmakingConfigurationInput$Name": "

Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

", + "CreateMatchmakingConfigurationInput$RuleSetName": "

Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.

", + "CreateMatchmakingRuleSetInput$Name": "

Unique identifier for a matchmaking rule set. This name is used to identify the rule set associated with a matchmaking configuration.

", + "DeleteMatchmakingConfigurationInput$Name": "

Unique identifier for a matchmaking configuration

", + "DescribeMatchmakingConfigurationsInput$RuleSetName": "

Unique identifier for a matchmaking rule set. Use this parameter to retrieve all matchmaking configurations that use this rule set.

", + "MatchmakingConfiguration$Name": "

Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

", + "MatchmakingConfiguration$RuleSetName": "

Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.

", + "MatchmakingIdList$member": null, + "MatchmakingRuleSet$RuleSetName": "

Unique identifier for a matchmaking rule set

", + "MatchmakingRuleSetNameList$member": null, + "MatchmakingTicket$TicketId": "

Unique identifier for a matchmaking ticket.

", + "MatchmakingTicket$ConfigurationName": "

Name of the MatchmakingConfiguration 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.

", + "StartMatchmakingInput$TicketId": "

Unique identifier for a matchmaking ticket. Use this identifier to track the matchmaking ticket status and retrieve match results.

", + "StartMatchmakingInput$ConfigurationName": "

Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same region as this request.

", + "StopMatchmakingInput$TicketId": "

Unique identifier for a matchmaking ticket.

", + "UpdateMatchmakingConfigurationInput$Name": "

Unique identifier for a matchmaking configuration to update.

", + "UpdateMatchmakingConfigurationInput$RuleSetName": "

Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.

" + } + }, + "MatchmakingPlayerIdList": { + "base": null, + "refs": { + "AcceptMatchInput$PlayerIds": "

Unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.

" + } + }, + "MatchmakingRequestTimeoutInteger": { + "base": null, + "refs": { + "CreateMatchmakingConfigurationInput$RequestTimeoutSeconds": "

Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.

", + "MatchmakingConfiguration$RequestTimeoutSeconds": "

Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.

", + "UpdateMatchmakingConfigurationInput$RequestTimeoutSeconds": "

Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.

" + } + }, + "MatchmakingRuleSet": { + "base": "

Set of rule statements, used with FlexMatch, that determine how to build a certain kind of player match. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches. Rule sets are used in MatchmakingConfiguration objects.

A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Create Matchmaking Rules for Your Game.

", + "refs": { + "CreateMatchmakingRuleSetOutput$RuleSet": "

Object that describes the newly created matchmaking rule set.

", + "MatchmakingRuleSetList$member": null + } + }, + "MatchmakingRuleSetList": { + "base": null, + "refs": { + "DescribeMatchmakingRuleSetsOutput$RuleSets": "

Collection of requested matchmaking rule set objects.

" + } + }, + "MatchmakingRuleSetNameList": { + "base": null, + "refs": { + "DescribeMatchmakingRuleSetsInput$Names": "

Unique identifier for a matchmaking rule set. This name is used to identify the rule set associated with a matchmaking configuration.

" + } + }, + "MatchmakingTicket": { + "base": "

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 with StartMatchmaking. Tickets can be retrieved by calling DescribeMatchmaking with the ticket ID.

", + "refs": { + "MatchmakingTicketList$member": null, + "StartMatchmakingOutput$MatchmakingTicket": "

Ticket representing the matchmaking request. This object include the information included in the request, ticket status, and match results as generated during the matchmaking process.

" + } + }, + "MatchmakingTicketList": { + "base": null, + "refs": { + "DescribeMatchmakingOutput$TicketList": "

Collection of existing matchmaking ticket objects matching the request.

" + } + }, "MaxConcurrentGameSessionActivations": { "base": null, "refs": { @@ -927,9 +1189,9 @@ "NonEmptyString": { "base": null, "refs": { - "AwsCredentials$AccessKeyId": "

Access key for an AWS account.

", - "AwsCredentials$SecretAccessKey": "

Secret key for an AWS account.

", - "AwsCredentials$SessionToken": "

Token specific to a build ID.

", + "AwsCredentials$AccessKeyId": "

Temporary key allowing access to the Amazon GameLift S3 account.

", + "AwsCredentials$SecretAccessKey": "

Temporary secret key allowing access to the Amazon GameLift S3 account.

", + "AwsCredentials$SessionToken": "

Token used to associate a specific build ID with the files uploaded using these credentials.

", "ConflictException$Message": null, "Event$Message": "

Additional information related to the event.

", "FleetCapacityExceededException$Message": null, @@ -941,23 +1203,26 @@ "InvalidFleetStatusException$Message": null, "InvalidGameSessionStatusException$Message": null, "InvalidRequestException$Message": null, + "LatencyMap$key": null, "LimitExceededException$Message": null, "ListAliasesInput$Name": "

Descriptive label that is associated with an alias. Alias names do not need to be unique.

", - "ListAliasesInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.

", + "ListAliasesInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", "ListAliasesOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", - "ListBuildsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.

", + "ListBuildsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", "ListBuildsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", "NotFoundException$Message": null, "S3Location$Bucket": "

Amazon S3 bucket identifier. This is the name of your S3 bucket.

", "S3Location$Key": "

Name of the zip file containing your build files.

", "S3Location$RoleArn": "

Amazon Resource Name (ARN) for the access role that allows Amazon GameLift to access your S3 bucket.

", "TerminalRoutingStrategyException$Message": null, - "UnauthorizedException$Message": null + "UnauthorizedException$Message": null, + "UnsupportedRegionException$Message": null } }, "NonZeroAndMaxString": { "base": null, "refs": { + "AttributeValue$S": "

For single string values. Maximum string length is 100 characters.

", "CreateAliasInput$Description": "

Human-readable description of an alias.

", "CreateBuildInput$Name": "

Descriptive label that is associated with a build. Build names do not need to be unique. You can use UpdateBuild to change this value later.

", "CreateBuildInput$Version": "

Version that is associated with this build. Version strings do not need to be unique. You can use UpdateBuild to change this value later.

", @@ -967,36 +1232,41 @@ "CreateFleetInput$ServerLaunchParameters": "

This parameter is no longer used. Instead, specify server launch parameters in the RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters instead of a run-time configuration will continue to work.)

", "CreateGameSessionInput$Name": "

Descriptive label that is associated with a game session. Session names do not need to be unique.

", "CreateGameSessionInput$CreatorId": "

Unique identifier for a player or entity creating the game session. This ID is used to enforce a resource protection policy (if one exists) that limits the number of concurrent active game sessions one player can have.

", + "CreateMatchmakingConfigurationInput$Description": "

Meaningful description of the matchmaking configuration.

", "CreatePlayerSessionInput$PlayerId": "

Unique identifier for a player. Player IDs are developer-defined.

", "DeleteScalingPolicyInput$Name": "

Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.

", - "DescribeFleetAttributesInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

", + "DescribeFleetAttributesInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

", "DescribeFleetAttributesOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", - "DescribeFleetCapacityInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

", + "DescribeFleetCapacityInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

", "DescribeFleetCapacityOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", - "DescribeFleetEventsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.

", + "DescribeFleetEventsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", "DescribeFleetEventsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", - "DescribeFleetUtilizationInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

", + "DescribeFleetUtilizationInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

", "DescribeFleetUtilizationOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", "DescribeGameSessionDetailsInput$StatusFilter": "

Game session status to filter results on. Possible game session statuses include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are transitory).

", - "DescribeGameSessionDetailsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.

", + "DescribeGameSessionDetailsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", "DescribeGameSessionDetailsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", - "DescribeGameSessionQueuesInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.

", + "DescribeGameSessionQueuesInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", "DescribeGameSessionQueuesOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", "DescribeGameSessionsInput$StatusFilter": "

Game session status to filter results on. Possible game session statuses include ACTIVE, TERMINATED, ACTIVATING, and TERMINATING (the last two are transitory).

", - "DescribeGameSessionsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.

", + "DescribeGameSessionsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", "DescribeGameSessionsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", - "DescribeInstancesInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.

", + "DescribeInstancesInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", "DescribeInstancesOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", + "DescribeMatchmakingConfigurationsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", + "DescribeMatchmakingConfigurationsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", + "DescribeMatchmakingRuleSetsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", + "DescribeMatchmakingRuleSetsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", "DescribePlayerSessionsInput$PlayerId": "

Unique identifier for a player to retrieve player sessions for.

", "DescribePlayerSessionsInput$PlayerSessionStatusFilter": "

Player session status to filter results on.

Possible player session statuses include the following:

", - "DescribePlayerSessionsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.

", + "DescribePlayerSessionsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.

", "DescribePlayerSessionsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", - "DescribeScalingPoliciesInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.

", + "DescribeScalingPoliciesInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", "DescribeScalingPoliciesOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", "DesiredPlayerSession$PlayerId": "

Unique identifier for a player to associate with the player session.

", "Event$EventId": "

Unique identifier for a fleet event.

", "Event$ResourceId": "

Unique identifier for an event resource, such as a fleet ID.

", - "Event$PreSignedLogUrl": "

Location of stored logs with additional detail related to the event, useful for debugging issues. The URL is valid for 15 minutes. Fleet creation logs can also be accessed through the Amazon GameLift console.

", + "Event$PreSignedLogUrl": "

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.

", "FleetAttributes$Description": "

Human-readable description of the fleet.

", "FleetAttributes$Name": "

Descriptive label that is associated with a fleet. Fleet names do not need to be unique.

", "FleetAttributes$ServerLaunchPath": "

Path to a game server executable in the fleet's build, specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet's RuntimeConfiguration.

", @@ -1005,13 +1275,17 @@ "GameSession$Name": "

Descriptive label that is associated with a game session. Session names do not need to be unique.

", "GameSession$CreatorId": "

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.

", "GameSessionPlacement$GameSessionName": "

Descriptive label that is associated with a game session. Session names do not need to be unique.

", - "GameSessionPlacement$GameSessionId": "

Unique identifier for the game session. This value is set once the new game session is placed (placement status is Fulfilled).

", - "GameSessionPlacement$GameSessionArn": "

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is Fulfilled). This identifier is unique across all regions. You can use this value as a GameSessionId value as needed.

", - "GameSessionPlacement$GameSessionRegion": "

Name of the region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is Fulfilled).

", + "GameSessionPlacement$GameSessionId": "

Unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

", + "GameSessionPlacement$GameSessionArn": "

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all regions. You can use this value as a GameSessionId value as needed.

", + "GameSessionPlacement$GameSessionRegion": "

Name of the region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

", "GetGameSessionLogUrlOutput$PreSignedUrl": "

Location of the requested game session logs, available for download.

", - "ListFleetsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.

", + "ListFleetsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", "ListFleetsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", + "MatchedPlayerSession$PlayerId": "

Unique identifier for a player

", + "MatchmakingConfiguration$Description": "

Descriptive label that is associated with matchmaking configuration.

", "PlacedPlayerSession$PlayerId": "

Unique identifier for a player that is associated with this player session.

", + "Player$Team": "

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

", + "PlayerAttributeMap$key": null, "PlayerDataMap$key": null, "PlayerIdList$member": null, "PlayerLatency$PlayerId": "

Unique identifier for a player associated with the latency data.

", @@ -1023,18 +1297,20 @@ "ScalingPolicy$Name": "

Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.

", "SearchGameSessionsInput$FilterExpression": "

String containing the search criteria for the session search. If no filter expression is included, the request returns results for all game sessions in the fleet that are in ACTIVE status.

A filter expression can contain one or multiple conditions. Each condition consists of the following:

To chain multiple conditions in a single expression, use the logical keywords AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT z, NOT (x OR y).

Session search evaluates conditions from left to right using the following precedence rules:

  1. =, <>, <, >, <=, >=

  2. Parentheses

  3. NOT

  4. AND

  5. OR

For example, this filter expression retrieves game sessions hosting at least ten players that have an open player slot: \"maximumSessions>=10 AND hasAvailablePlayerSessions=true\".

", "SearchGameSessionsInput$SortExpression": "

Instructions on how to sort the search results. If no sort expression is included, the request returns results in random order. A sort expression consists of the following elements:

For example, this sort expression returns the oldest active sessions first: \"SortExpression\": \"creationTimeMillis ASC\". Results with a null value for the sort operand are returned at the end of the list.

", - "SearchGameSessionsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.

", + "SearchGameSessionsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", "SearchGameSessionsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", "ServerProcess$LaunchPath": "

Location of the server executable in a game build. All game builds are installed on instances at the root : for Windows instances C:\\game, and for Linux instances /local/game. A Windows game build with an executable file located at MyGame\\latest\\server.exe must have a launch path of \"C:\\game\\MyGame\\latest\\server.exe\". A Linux game build with an executable file located at MyGame/latest/server.exe must have a launch path of \"/local/game/MyGame/latest/server.exe\".

", "ServerProcess$Parameters": "

Optional list of parameters to pass to the server executable on launch.

", "StartGameSessionPlacementInput$GameSessionName": "

Descriptive label that is associated with a game session. Session names do not need to be unique.

", + "StringDoubleMap$key": null, "StringList$member": null, "UpdateAliasInput$Description": "

Human-readable description of an alias.

", "UpdateBuildInput$Name": "

Descriptive label that is associated with a build. Build names do not need to be unique.

", "UpdateBuildInput$Version": "

Version that is associated with this build. Version strings do not need to be unique.

", "UpdateFleetAttributesInput$Name": "

Descriptive label that is associated with a fleet. Fleet names do not need to be unique.

", "UpdateFleetAttributesInput$Description": "

Human-readable description of a fleet.

", - "UpdateGameSessionInput$Name": "

Descriptive label that is associated with a game session. Session names do not need to be unique.

" + "UpdateGameSessionInput$Name": "

Descriptive label that is associated with a game session. Session names do not need to be unique.

", + "UpdateMatchmakingConfigurationInput$Description": "

Descriptive label that is associated with matchmaking configuration.

" } }, "NotFoundException": { @@ -1061,7 +1337,19 @@ "PlacedPlayerSessionList": { "base": null, "refs": { - "GameSessionPlacement$PlacedPlayerSessions": "

Collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is Fulfilled). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

" + "GameSessionPlacement$PlacedPlayerSessions": "

Collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

" + } + }, + "Player": { + "base": "

Object used in matchmaking to represent a player. When starting a matchmaking request, a player has a player ID and may have latency data. Team information is added after a match has been successfully completed.

", + "refs": { + "PlayerList$member": null + } + }, + "PlayerAttributeMap": { + "base": null, + "refs": { + "Player$PlayerAttributes": "

Collection of name:value pairs containing player information for use in matchmaking. Player attribute names need to match playerAttributes names in the rule set being used. Example: \"PlayerAttributes\": {\"skill\": {\"N\": \"23\"}, \"gameMode\": {\"S\": \"deathmatch\"}}.

" } }, "PlayerData": { @@ -1085,6 +1373,13 @@ "CreatePlayerSessionsInput$PlayerIds": "

List of unique identifiers for the players to be added.

" } }, + "PlayerIdStringModel": { + "base": null, + "refs": { + "MatchmakingPlayerIdList$member": null, + "Player$PlayerId": "

Unique identifier for a player

" + } + }, "PlayerLatency": { "base": "

Regional latency information for a player, used when requesting a new game session with StartGameSessionPlacement. 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.

", "refs": { @@ -1094,8 +1389,8 @@ "PlayerLatencyList": { "base": null, "refs": { - "GameSessionPlacement$PlayerLatencies": "

Set of values, expressed in milliseconds, indicating the amount of latency that players are experiencing when connected to AWS regions.

", - "StartGameSessionPlacementInput$PlayerLatencies": "

Set of values, expressed in milliseconds, indicating the amount of latency that players are experiencing when connected to AWS regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.

" + "GameSessionPlacement$PlayerLatencies": "

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions.

", + "StartGameSessionPlacementInput$PlayerLatencies": "

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.

" } }, "PlayerLatencyPolicy": { @@ -1112,8 +1407,15 @@ "UpdateGameSessionQueueInput$PlayerLatencyPolicies": "

Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. When updating policies, provide a complete collection of policies.

" } }, + "PlayerList": { + "base": null, + "refs": { + "MatchmakingTicket$Players": "

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.

", + "StartMatchmakingInput$Players": "

Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, Player objects contain the name of the team the player is assigned to.

" + } + }, "PlayerSession": { - "base": "

Properties describing a player session. A player session represents either a player reservation for a game session or actual player activity in a game session. 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.

Player-session-related operations include:

", + "base": "

Properties describing a player session. Player session objects are created either by creating a player session for a specific game session, or as part of a game session placement. A player session represents either a player reservation for a game session (status RESERVED) or actual player activity in a game session (status 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.

When a player disconnects, the player session status changes to COMPLETED. Once the session ends, the player session object is retained for 30 days and then removed.

Player-session-related operations include:

", "refs": { "CreatePlayerSessionOutput$PlayerSession": "

Object that describes the newly created player session record.

", "PlayerSessionList$member": null @@ -1130,6 +1432,7 @@ "base": null, "refs": { "DescribePlayerSessionsInput$PlayerSessionId": "

Unique identifier for a player session to retrieve.

", + "MatchedPlayerSession$PlayerSessionId": "

Unique identifier for a player session

", "PlacedPlayerSession$PlayerSessionId": "

Unique identifier for a player session.

", "PlayerSession$PlayerSessionId": "

Unique identifier for a player session.

" } @@ -1151,7 +1454,7 @@ "base": null, "refs": { "GameSession$Port": "

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

", - "GameSessionPlacement$Port": "

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 is set once the new game session is placed (placement status is Fulfilled).

", + "GameSessionPlacement$Port": "

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 is set once the new game session is placed (placement status is FULFILLED).

", "IpPermission$FromPort": "

Starting value for a range of allowed port numbers.

", "IpPermission$ToPort": "

Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.

", "PlayerSession$Port": "

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

" @@ -1168,8 +1471,11 @@ "DescribeGameSessionQueuesInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", "DescribeGameSessionsInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", "DescribeInstancesInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", + "DescribeMatchmakingConfigurationsInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is limited to 10.

", "DescribePlayerSessionsInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.

", "DescribeScalingPoliciesInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", + "GameSessionConnectionInfo$Port": "

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

", + "LatencyMap$value": null, "ListAliasesInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", "ListBuildsInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", "ListFleetsInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", @@ -1205,6 +1511,14 @@ "refs": { } }, + "QueueArnsList": { + "base": null, + "refs": { + "CreateMatchmakingConfigurationInput$GameSessionQueueArns": "

Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.

", + "MatchmakingConfiguration$GameSessionQueueArns": "

Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.

", + "UpdateMatchmakingConfigurationInput$GameSessionQueueArns": "

Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.

" + } + }, "RequestUploadCredentialsInput": { "base": "

Represents the input for a request action.

", "refs": { @@ -1248,8 +1562,22 @@ "RoutingStrategy$Type": "

Type of routing strategy.

Possible routing types include the following:

" } }, + "RuleSetBody": { + "base": null, + "refs": { + "CreateMatchmakingRuleSetInput$RuleSetBody": "

Collection of matchmaking rules, formatted as a JSON string. (Note that comments are not allowed in JSON, but most elements support a description field.)

", + "MatchmakingRuleSet$RuleSetBody": "

Collection of matchmaking rules, formatted as a JSON string. (Note that comments14 are not allowed in JSON, but most elements support a description field.)

", + "ValidateMatchmakingRuleSetInput$RuleSetBody": "

Collection of matchmaking rules to validate, formatted as a JSON string.

" + } + }, + "RuleSetLimit": { + "base": null, + "refs": { + "DescribeMatchmakingRuleSetsInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

" + } + }, "RuntimeConfiguration": { - "base": "

A collection of server process configurations that describe what processes to run on each instance in a fleet. All fleets must have a runtime configuration. Each instance in the fleet launches the server processes specified in the run-time configuration and launches new ones as existing processes end. Each instance regularly checks for an updated run-time configuration and follows the new instructions.

The run-time configuration enables the instances in a fleet to run multiple processes simultaneously. Potential scenarios are as follows: (1) Run multiple processes of a single game server executable to maximize usage of your hosting resources. (2) Run one or more processes of different build executables, such as your game server executable and a related program, or two or more different versions of a game server. (3) Run multiple processes of a single game server but with different launch parameters, for example to run one process on each instance in debug mode.

A Amazon GameLift instance is limited to 50 processes running simultaneously. A run-time configuration must specify fewer than this limit. To calculate the total number of processes specified in a run-time configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess object in the run-time configuration.

Fleet-related operations include:

", + "base": "

A collection of server process configurations that describe what processes to run on each instance in a fleet. All fleets must have a run-time configuration. Each instance in the fleet launches the server processes specified in the run-time configuration and launches new ones as existing processes end. Each instance regularly checks for an updated run-time configuration and follows the new instructions.

The run-time configuration enables the instances in a fleet to run multiple processes simultaneously. Potential scenarios are as follows: (1) Run multiple processes of a single game server executable to maximize usage of your hosting resources. (2) Run one or more processes of different build executables, such as your game server executable and a related program, or two or more different versions of a game server. (3) Run multiple processes of a single game server but with different launch parameters, for example to run one process on each instance in debug mode.

A Amazon GameLift instance is limited to 50 processes running simultaneously. A run-time configuration must specify fewer than this limit. To calculate the total number of processes specified in a run-time configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess object in the run-time configuration.

Fleet-related operations include:

", "refs": { "CreateFleetInput$RuntimeConfiguration": "

Instructions for launching server processes on each instance in the fleet. The run-time configuration for a fleet has a collection of server process configurations, one for each type of server process to run on an instance. A server process configuration specifies the location of the server executable, launch parameters, and the number of concurrent processes with that configuration to maintain on each instance. A CreateFleet request must include a run-time configuration with at least one server process configuration; otherwise the request fails with an invalid request exception. (This parameter replaces the parameters ServerLaunchPath and ServerLaunchParameters; requests that contain values for these parameters instead of a run-time configuration will continue to work.)

", "DescribeRuntimeConfigurationOutput$RuntimeConfiguration": "

Instructions describing how server processes should be launched and maintained on each instance in the fleet.

", @@ -1313,6 +1641,14 @@ "RuntimeConfiguration$ServerProcesses": "

Collection of server process configurations that describe which server processes to run on each instance in a fleet.

" } }, + "SnsArnStringModel": { + "base": null, + "refs": { + "CreateMatchmakingConfigurationInput$NotificationTarget": "

SNS topic ARN that is set up to receive matchmaking notifications.

", + "MatchmakingConfiguration$NotificationTarget": "

SNS topic ARN that is set up to receive matchmaking notifications.

", + "UpdateMatchmakingConfigurationInput$NotificationTarget": "

SNS topic ARN that is set up to receive matchmaking notifications. See Setting up Notifications for Matchmaking for more information.

" + } + }, "StartGameSessionPlacementInput": { "base": "

Represents the input for a request action.

", "refs": { @@ -1323,6 +1659,16 @@ "refs": { } }, + "StartMatchmakingInput": { + "base": "

Represents the input for a request action.

", + "refs": { + } + }, + "StartMatchmakingOutput": { + "base": "

Represents the returned data in response to a request action.

", + "refs": { + } + }, "StopGameSessionPlacementInput": { "base": "

Represents the input for a request action.

", "refs": { @@ -1333,13 +1679,38 @@ "refs": { } }, + "StopMatchmakingInput": { + "base": "

Represents the input for a request action.

", + "refs": { + } + }, + "StopMatchmakingOutput": { + "base": null, + "refs": { + } + }, + "StringDoubleMap": { + "base": null, + "refs": { + "AttributeValue$SDM": "

For a map of up to 10 type:value pairs. Maximum length for each string value is 100 characters.

" + } + }, "StringList": { "base": null, "refs": { + "AttributeValue$SL": "

For a list of up to 10 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurances of the the repeated value after the first of a repeated value are ignored.

", "CreateFleetInput$LogPaths": "

This parameter is no longer used. Instead, to specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.

", "FleetAttributes$LogPaths": "

Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log files in this location. These logs are in addition to game session logs; see more on game session logs in the Amazon GameLift Developer Guide. If no default log path for a fleet is specified, Amazon GameLift automatically uploads logs that are stored on each instance at C:\\game\\logs (for Windows) or /local/game/logs (for Linux). Use the Amazon GameLift console to access stored logs.

" } }, + "StringModel": { + "base": null, + "refs": { + "GameSessionConnectionInfo$IpAddress": "

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

", + "MatchmakingTicket$StatusReason": "

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.

", + "MatchmakingTicket$StatusMessage": "

Additional information about the current status.

" + } + }, "TerminalRoutingStrategyException": { "base": "

The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.

", "refs": { @@ -1361,6 +1732,9 @@ "GameSessionPlacement$StartTime": "

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\").

", "GameSessionPlacement$EndTime": "

Time stamp indicating when this request was completed, canceled, or timed out.

", "Instance$CreationTime": "

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

", + "MatchmakingConfiguration$CreationTime": "

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

", + "MatchmakingRuleSet$CreationTime": "

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

", + "MatchmakingTicket$StartTime": "

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

", "PlayerSession$CreationTime": "

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

", "PlayerSession$TerminationTime": "

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

" } @@ -1370,6 +1744,11 @@ "refs": { } }, + "UnsupportedRegionException": { + "base": "

The requested operation is not supported in the region specified.

", + "refs": { + } + }, "UpdateAliasInput": { "base": "

Represents the input for a request action.

", "refs": { @@ -1440,6 +1819,16 @@ "refs": { } }, + "UpdateMatchmakingConfigurationInput": { + "base": "

Represents the input for a request action.

", + "refs": { + } + }, + "UpdateMatchmakingConfigurationOutput": { + "base": "

Represents the returned data in response to a request action.

", + "refs": { + } + }, "UpdateRuntimeConfigurationInput": { "base": "

Represents the input for a request action.

", "refs": { @@ -1450,11 +1839,22 @@ "refs": { } }, + "ValidateMatchmakingRuleSetInput": { + "base": "

Represents the input for a request action.

", + "refs": { + } + }, + "ValidateMatchmakingRuleSetOutput": { + "base": "

Represents the returned data in response to a request action.

", + "refs": { + } + }, "WholeNumber": { "base": null, "refs": { "CreateGameSessionInput$MaximumPlayerSessionCount": "

Maximum number of players that can be connected simultaneously to the game session.

", - "CreateGameSessionQueueInput$TimeoutInSeconds": "

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.

", + "CreateGameSessionQueueInput$TimeoutInSeconds": "

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.

", + "CreateMatchmakingConfigurationInput$AdditionalPlayerCount": "

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 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.

", "EC2InstanceCounts$DESIRED": "

Ideal number of active instances in the fleet.

", "EC2InstanceCounts$MINIMUM": "

Minimum value allowed for the fleet's instance count.

", "EC2InstanceCounts$MAXIMUM": "

Maximum value allowed for the fleet's instance count.

", @@ -1471,7 +1871,8 @@ "GameSession$CurrentPlayerSessionCount": "

Number of players currently in the game session.

", "GameSession$MaximumPlayerSessionCount": "

Maximum number of players that can be connected simultaneously to the game session.

", "GameSessionPlacement$MaximumPlayerSessionCount": "

Maximum number of players that can be connected simultaneously to the game session.

", - "GameSessionQueue$TimeoutInSeconds": "

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.

", + "GameSessionQueue$TimeoutInSeconds": "

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.

", + "MatchmakingConfiguration$AdditionalPlayerCount": "

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 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.

", "PlayerLatencyPolicy$MaximumIndividualPlayerLatencyMilliseconds": "

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

", "PlayerLatencyPolicy$PolicyDurationSeconds": "

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.

", "ResourceCreationLimitPolicy$NewGameSessionsPerCreator": "

Maximum number of game sessions that an individual can create during the policy period.

", @@ -1481,7 +1882,8 @@ "UpdateFleetCapacityInput$MinSize": "

Minimum value allowed for the fleet's instance count. Default if not set is 0.

", "UpdateFleetCapacityInput$MaxSize": "

Maximum value allowed for the fleet's instance count. Default if not set is 1.

", "UpdateGameSessionInput$MaximumPlayerSessionCount": "

Maximum number of players that can be connected simultaneously to the game session.

", - "UpdateGameSessionQueueInput$TimeoutInSeconds": "

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.

" + "UpdateGameSessionQueueInput$TimeoutInSeconds": "

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.

", + "UpdateMatchmakingConfigurationInput$AdditionalPlayerCount": "

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 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.

" } } } diff --git a/service/gamelift/api.go b/service/gamelift/api.go index b9657e588be..9f4f520a45d 100644 --- a/service/gamelift/api.go +++ b/service/gamelift/api.go @@ -13,6 +13,129 @@ import ( "github.com/aws/aws-sdk-go/private/protocol/jsonrpc" ) +const opAcceptMatch = "AcceptMatch" + +// AcceptMatchRequest generates a "aws/request.Request" representing the +// client's request for the AcceptMatch operation. The "output" return +// value will be populated with the request's response once the request complets +// successfuly. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See AcceptMatch for more information on using the AcceptMatch +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the AcceptMatchRequest method. +// req, resp := client.AcceptMatchRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch +func (c *GameLift) AcceptMatchRequest(input *AcceptMatchInput) (req *request.Request, output *AcceptMatchOutput) { + op := &request.Operation{ + Name: opAcceptMatch, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &AcceptMatchInput{} + } + + output = &AcceptMatchOutput{} + req = c.newRequest(op, input, output) + return +} + +// AcceptMatch API operation for Amazon GameLift. +// +// Registers a player's acceptance or rejection of a proposed FlexMatch match. +// A matchmaking configuration may require player acceptance; if so, then matches +// built with that configuration cannot be completed unless all players accept +// the proposed match within a specified time limit. +// +// When FlexMatch builds a match, all the matchmaking tickets involved in the +// proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger +// for your game to get acceptance from all players in the ticket. Acceptances +// are only valid for tickets when they are in this status; all other acceptances +// result in an error. +// +// To register acceptance, specify the ticket ID, a response, and one or more +// players. Once all players have registered acceptance, the matchmaking tickets +// advance to status PLACING, where a new game session is created for the match. +// +// If any player rejects the match, or if acceptances are not received before +// a specified timeout, the proposed match is dropped. The matchmaking tickets +// are then handled in one of two ways: For tickets where all players accepted +// the match, the ticket status is returned to SEARCHING to find a new match. +// For tickets where one or more players failed to accept the match, the ticket +// status is set to FAILED, and processing is terminated. A new matchmaking +// request for these players can be submitted as needed. +// +// Matchmaking-related operations include: +// +// * StartMatchmaking +// +// * DescribeMatchmaking +// +// * StopMatchmaking +// +// * AcceptMatch +// +// Returns awserr.Error for service API and SDK errors. Use runtime type assertions +// with awserr.Error's Code and Message methods to get detailed information about +// the error. +// +// See the AWS API reference guide for Amazon GameLift's +// API operation AcceptMatch for usage and error information. +// +// Returned Error Codes: +// * ErrCodeInvalidRequestException "InvalidRequestException" +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// * ErrCodeNotFoundException "NotFoundException" +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// +// * ErrCodeInternalServiceException "InternalServiceException" +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// * ErrCodeUnsupportedRegionException "UnsupportedRegionException" +// The requested operation is not supported in the region specified. +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch +func (c *GameLift) AcceptMatch(input *AcceptMatchInput) (*AcceptMatchOutput, error) { + req, out := c.AcceptMatchRequest(input) + return out, req.Send() +} + +// AcceptMatchWithContext is the same as AcceptMatch with the addition of +// the ability to pass a context and additional request options. +// +// See AcceptMatch for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) AcceptMatchWithContext(ctx aws.Context, input *AcceptMatchInput, opts ...request.Option) (*AcceptMatchOutput, error) { + req, out := c.AcceptMatchRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + const opCreateAlias = "CreateAlias" // CreateAliasRequest generates a "aws/request.Request" representing the @@ -328,7 +451,7 @@ func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Req // // * Access permissions for inbound traffic // -// * Fleetwide game session protection +// * Fleet-wide game session protection // // * Resource creation limit // @@ -507,8 +630,8 @@ func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req // To create a game session, specify either fleet ID or alias ID and indicate // a maximum number of players to allow in the game session. You can also provide // a name and game-specific properties for this game session. If successful, -// a GameSession object is returned containing game session properties, including -// a game session ID with the custom string you provided. +// a GameSession object is returned containing the game session properties and +// other settings you specified. // // Idempotency tokens. You can add a token that uniquely identifies game session // requests. This is useful for ensuring that game session requests are idempotent. @@ -521,9 +644,13 @@ func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req // ID. Without this ID, Amazon GameLift has no way to evaluate the policy for // this new game session request. // -// By default, newly created game sessions allow new players to join. Use UpdateGameSession +// Player acceptance policy. By default, newly created game sessions are open +// to new players. You can restrict new player access by using UpdateGameSession // to change the game session's player session creation policy. // +// Game session logs. Logs are retained for all active game sessions for 14 +// days. To access the logs, call GetGameSessionLogUrl to download the log files. +// // Available in Amazon GameLift Local. // // Game-session-related operations include: @@ -754,6 +881,269 @@ func (c *GameLift) CreateGameSessionQueueWithContext(ctx aws.Context, input *Cre return out, req.Send() } +const opCreateMatchmakingConfiguration = "CreateMatchmakingConfiguration" + +// CreateMatchmakingConfigurationRequest generates a "aws/request.Request" representing the +// client's request for the CreateMatchmakingConfiguration operation. The "output" return +// value will be populated with the request's response once the request complets +// successfuly. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See CreateMatchmakingConfiguration for more information on using the CreateMatchmakingConfiguration +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the CreateMatchmakingConfigurationRequest method. +// req, resp := client.CreateMatchmakingConfigurationRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration +func (c *GameLift) CreateMatchmakingConfigurationRequest(input *CreateMatchmakingConfigurationInput) (req *request.Request, output *CreateMatchmakingConfigurationOutput) { + op := &request.Operation{ + Name: opCreateMatchmakingConfiguration, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &CreateMatchmakingConfigurationInput{} + } + + output = &CreateMatchmakingConfigurationOutput{} + req = c.newRequest(op, input, output) + return +} + +// CreateMatchmakingConfiguration API operation for Amazon GameLift. +// +// Defines a new matchmaking configuration for use with FlexMatch. A matchmaking +// configuration sets out guidelines for matching players and getting the matches +// into games. You can set up multiple matchmaking configurations to handle +// the scenarios needed for your game. Each matchmaking request (StartMatchmaking) +// specifies a configuration for the match and provides player attributes to +// support the configuration being used. +// +// To create a matchmaking configuration, at a minimum you must specify the +// following: configuration name; a rule set that governs how to evaluate players +// and find acceptable matches; a game session queue to use when placing a new +// game session for the match; and the maximum time allowed for a matchmaking +// attempt. +// +// Player acceptance -- In each configuration, you have the option to require +// that all players accept participation in a proposed match. To enable this +// feature, set AcceptanceRequired to true and specify a time limit for player +// acceptance. Players have the option to accept or reject a proposed match, +// and a match does not move ahead to game session placement unless all matched +// players accept. +// +// Matchmaking status notification -- There are two ways to track the progress +// of matchmaking tickets: (1) polling ticket status with DescribeMatchmaking; +// or (2) receiving notifications with Amazon Simple Notification Service (SNS). +// To use notifications, you first need to set up an SNS topic to receive the +// notifications, and provide the topic ARN in the matchmaking configuration +// (see Setting up Notifications for Matchmaking (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html)). +// Since notifications promise only "best effort" delivery, we recommend calling +// DescribeMatchmaking if no notifications are received within 30 seconds. +// +// Operations related to match configurations and rule sets include: +// +// * CreateMatchmakingConfiguration +// +// * DescribeMatchmakingConfigurations +// +// * UpdateMatchmakingConfiguration +// +// * DeleteMatchmakingConfiguration +// +// * CreateMatchmakingRuleSet +// +// * DescribeMatchmakingRuleSets +// +// * ValidateMatchmakingRuleSet +// +// Returns awserr.Error for service API and SDK errors. Use runtime type assertions +// with awserr.Error's Code and Message methods to get detailed information about +// the error. +// +// See the AWS API reference guide for Amazon GameLift's +// API operation CreateMatchmakingConfiguration for usage and error information. +// +// Returned Error Codes: +// * ErrCodeInvalidRequestException "InvalidRequestException" +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// * ErrCodeLimitExceededException "LimitExceededException" +// The requested operation would cause the resource to exceed the allowed service +// limit. Resolve the issue before retrying. +// +// * ErrCodeNotFoundException "NotFoundException" +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// +// * ErrCodeInternalServiceException "InternalServiceException" +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// * ErrCodeUnsupportedRegionException "UnsupportedRegionException" +// The requested operation is not supported in the region specified. +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration +func (c *GameLift) CreateMatchmakingConfiguration(input *CreateMatchmakingConfigurationInput) (*CreateMatchmakingConfigurationOutput, error) { + req, out := c.CreateMatchmakingConfigurationRequest(input) + return out, req.Send() +} + +// CreateMatchmakingConfigurationWithContext is the same as CreateMatchmakingConfiguration with the addition of +// the ability to pass a context and additional request options. +// +// See CreateMatchmakingConfiguration for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) CreateMatchmakingConfigurationWithContext(ctx aws.Context, input *CreateMatchmakingConfigurationInput, opts ...request.Option) (*CreateMatchmakingConfigurationOutput, error) { + req, out := c.CreateMatchmakingConfigurationRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +const opCreateMatchmakingRuleSet = "CreateMatchmakingRuleSet" + +// CreateMatchmakingRuleSetRequest generates a "aws/request.Request" representing the +// client's request for the CreateMatchmakingRuleSet operation. The "output" return +// value will be populated with the request's response once the request complets +// successfuly. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See CreateMatchmakingRuleSet for more information on using the CreateMatchmakingRuleSet +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the CreateMatchmakingRuleSetRequest method. +// req, resp := client.CreateMatchmakingRuleSetRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet +func (c *GameLift) CreateMatchmakingRuleSetRequest(input *CreateMatchmakingRuleSetInput) (req *request.Request, output *CreateMatchmakingRuleSetOutput) { + op := &request.Operation{ + Name: opCreateMatchmakingRuleSet, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &CreateMatchmakingRuleSetInput{} + } + + output = &CreateMatchmakingRuleSetOutput{} + req = c.newRequest(op, input, output) + return +} + +// CreateMatchmakingRuleSet API operation for Amazon GameLift. +// +// Creates a new rule set for FlexMatch matchmaking. A rule set describes the +// type of match to create, such as the number and size of teams, and sets the +// parameters for acceptable player matches, such as minimum skill level or +// character type. Rule sets are used in matchmaking configurations, which define +// how matchmaking requests are handled. Each MatchmakingConfiguration uses +// one rule set; you can set up multiple rule sets to handle the scenarios that +// suit your game (such as for different game modes), and create a separate +// matchmaking configuration for each rule set. See additional information on +// rule set content in the MatchmakingRuleSet structure. For help creating rule +// sets, including useful examples, see the topic Adding FlexMatch to Your +// Game (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html). +// +// Once created, matchmaking rule sets cannot be changed or deleted, so we recommend +// checking the rule set syntax using ValidateMatchmakingRuleSetbefore creating +// the rule set. +// +// To create a matchmaking rule set, provide the set of rules and a unique name. +// Rule sets must be defined in the same region as the matchmaking configuration +// they will be used with. Rule sets cannot be edited or deleted. If you need +// to change a rule set, create a new one with the necessary edits and then +// update matchmaking configurations to use the new rule set. +// +// Operations related to match configurations and rule sets include: +// +// * CreateMatchmakingConfiguration +// +// * DescribeMatchmakingConfigurations +// +// * UpdateMatchmakingConfiguration +// +// * DeleteMatchmakingConfiguration +// +// * CreateMatchmakingRuleSet +// +// * DescribeMatchmakingRuleSets +// +// * ValidateMatchmakingRuleSet +// +// Returns awserr.Error for service API and SDK errors. Use runtime type assertions +// with awserr.Error's Code and Message methods to get detailed information about +// the error. +// +// See the AWS API reference guide for Amazon GameLift's +// API operation CreateMatchmakingRuleSet for usage and error information. +// +// Returned Error Codes: +// * ErrCodeInvalidRequestException "InvalidRequestException" +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// * ErrCodeInternalServiceException "InternalServiceException" +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// * ErrCodeUnsupportedRegionException "UnsupportedRegionException" +// The requested operation is not supported in the region specified. +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet +func (c *GameLift) CreateMatchmakingRuleSet(input *CreateMatchmakingRuleSetInput) (*CreateMatchmakingRuleSetOutput, error) { + req, out := c.CreateMatchmakingRuleSetRequest(input) + return out, req.Send() +} + +// CreateMatchmakingRuleSetWithContext is the same as CreateMatchmakingRuleSet with the addition of +// the ability to pass a context and additional request options. +// +// See CreateMatchmakingRuleSet for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) CreateMatchmakingRuleSetWithContext(ctx aws.Context, input *CreateMatchmakingRuleSetInput, opts ...request.Option) (*CreateMatchmakingRuleSetOutput, error) { + req, out := c.CreateMatchmakingRuleSetRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + const opCreatePlayerSession = "CreatePlayerSession" // CreatePlayerSessionRequest generates a "aws/request.Request" representing the @@ -1493,59 +1883,169 @@ func (c *GameLift) DeleteGameSessionQueueWithContext(ctx aws.Context, input *Del return out, req.Send() } -const opDeleteScalingPolicy = "DeleteScalingPolicy" +const opDeleteMatchmakingConfiguration = "DeleteMatchmakingConfiguration" -// DeleteScalingPolicyRequest generates a "aws/request.Request" representing the -// client's request for the DeleteScalingPolicy operation. The "output" return +// DeleteMatchmakingConfigurationRequest generates a "aws/request.Request" representing the +// client's request for the DeleteMatchmakingConfiguration operation. The "output" return // value will be populated with the request's response once the request complets // successfuly. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DeleteScalingPolicy for more information on using the DeleteScalingPolicy +// See DeleteMatchmakingConfiguration for more information on using the DeleteMatchmakingConfiguration // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DeleteScalingPolicyRequest method. -// req, resp := client.DeleteScalingPolicyRequest(params) +// // Example sending a request using the DeleteMatchmakingConfigurationRequest method. +// req, resp := client.DeleteMatchmakingConfigurationRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy -func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput) { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration +func (c *GameLift) DeleteMatchmakingConfigurationRequest(input *DeleteMatchmakingConfigurationInput) (req *request.Request, output *DeleteMatchmakingConfigurationOutput) { op := &request.Operation{ - Name: opDeleteScalingPolicy, + Name: opDeleteMatchmakingConfiguration, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { - input = &DeleteScalingPolicyInput{} + input = &DeleteMatchmakingConfigurationInput{} } - output = &DeleteScalingPolicyOutput{} + output = &DeleteMatchmakingConfigurationOutput{} req = c.newRequest(op, input, output) - req.Handlers.Unmarshal.Remove(jsonrpc.UnmarshalHandler) - req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler) return } -// DeleteScalingPolicy API operation for Amazon GameLift. +// DeleteMatchmakingConfiguration API operation for Amazon GameLift. // -// Deletes a fleet scaling policy. This action means that the policy is no longer -// in force and removes all record of it. To delete a scaling policy, specify -// both the scaling policy name and the fleet ID it is associated with. +// Permanently removes a FlexMatch matchmaking configuration. To delete, specify +// the configuration name. A matchmaking configuration cannot be deleted if +// it is being used in any active matchmaking tickets. // -// Fleet-related operations include: +// Operations related to match configurations and rule sets include: // -// * CreateFleet +// * CreateMatchmakingConfiguration +// +// * DescribeMatchmakingConfigurations +// +// * UpdateMatchmakingConfiguration +// +// * DeleteMatchmakingConfiguration +// +// * CreateMatchmakingRuleSet +// +// * DescribeMatchmakingRuleSets +// +// * ValidateMatchmakingRuleSet +// +// Returns awserr.Error for service API and SDK errors. Use runtime type assertions +// with awserr.Error's Code and Message methods to get detailed information about +// the error. +// +// See the AWS API reference guide for Amazon GameLift's +// API operation DeleteMatchmakingConfiguration for usage and error information. +// +// Returned Error Codes: +// * ErrCodeInvalidRequestException "InvalidRequestException" +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// * ErrCodeNotFoundException "NotFoundException" +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// +// * ErrCodeInternalServiceException "InternalServiceException" +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// * ErrCodeUnsupportedRegionException "UnsupportedRegionException" +// The requested operation is not supported in the region specified. +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration +func (c *GameLift) DeleteMatchmakingConfiguration(input *DeleteMatchmakingConfigurationInput) (*DeleteMatchmakingConfigurationOutput, error) { + req, out := c.DeleteMatchmakingConfigurationRequest(input) + return out, req.Send() +} + +// DeleteMatchmakingConfigurationWithContext is the same as DeleteMatchmakingConfiguration with the addition of +// the ability to pass a context and additional request options. +// +// See DeleteMatchmakingConfiguration for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) DeleteMatchmakingConfigurationWithContext(ctx aws.Context, input *DeleteMatchmakingConfigurationInput, opts ...request.Option) (*DeleteMatchmakingConfigurationOutput, error) { + req, out := c.DeleteMatchmakingConfigurationRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +const opDeleteScalingPolicy = "DeleteScalingPolicy" + +// DeleteScalingPolicyRequest generates a "aws/request.Request" representing the +// client's request for the DeleteScalingPolicy operation. The "output" return +// value will be populated with the request's response once the request complets +// successfuly. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See DeleteScalingPolicy for more information on using the DeleteScalingPolicy +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the DeleteScalingPolicyRequest method. +// req, resp := client.DeleteScalingPolicyRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy +func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput) { + op := &request.Operation{ + Name: opDeleteScalingPolicy, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &DeleteScalingPolicyInput{} + } + + output = &DeleteScalingPolicyOutput{} + req = c.newRequest(op, input, output) + req.Handlers.Unmarshal.Remove(jsonrpc.UnmarshalHandler) + req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler) + return +} + +// DeleteScalingPolicy API operation for Amazon GameLift. +// +// Deletes a fleet scaling policy. This action means that the policy is no longer +// in force and removes all record of it. To delete a scaling policy, specify +// both the scaling policy name and the fleet ID it is associated with. +// +// Fleet-related operations include: +// +// * CreateFleet // // * ListFleets // @@ -3290,336 +3790,669 @@ func (c *GameLift) DescribeInstancesWithContext(ctx aws.Context, input *Describe return out, req.Send() } -const opDescribePlayerSessions = "DescribePlayerSessions" +const opDescribeMatchmaking = "DescribeMatchmaking" -// DescribePlayerSessionsRequest generates a "aws/request.Request" representing the -// client's request for the DescribePlayerSessions operation. The "output" return +// DescribeMatchmakingRequest generates a "aws/request.Request" representing the +// client's request for the DescribeMatchmaking operation. The "output" return // value will be populated with the request's response once the request complets // successfuly. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DescribePlayerSessions for more information on using the DescribePlayerSessions +// See DescribeMatchmaking for more information on using the DescribeMatchmaking // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DescribePlayerSessionsRequest method. -// req, resp := client.DescribePlayerSessionsRequest(params) +// // Example sending a request using the DescribeMatchmakingRequest method. +// req, resp := client.DescribeMatchmakingRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions -func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput) { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking +func (c *GameLift) DescribeMatchmakingRequest(input *DescribeMatchmakingInput) (req *request.Request, output *DescribeMatchmakingOutput) { op := &request.Operation{ - Name: opDescribePlayerSessions, + Name: opDescribeMatchmaking, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { - input = &DescribePlayerSessionsInput{} + input = &DescribeMatchmakingInput{} } - output = &DescribePlayerSessionsOutput{} + output = &DescribeMatchmakingOutput{} req = c.newRequest(op, input, output) return } -// DescribePlayerSessions API operation for Amazon GameLift. -// -// Retrieves properties for one or more player sessions. This action can be -// used in several ways: (1) provide a PlayerSessionId to request properties -// for a specific player session; (2) provide a GameSessionId to request properties -// for all player sessions in the specified game session; (3) provide a PlayerId -// to request properties for all player sessions of a specified player. -// -// To get game session record(s), specify only one of the following: a player -// session ID, a game session ID, or a player ID. You can filter this request -// by player session status. Use the pagination parameters to retrieve results -// as a set of sequential pages. If successful, a PlayerSession object is returned -// for each session matching the request. +// DescribeMatchmaking API operation for Amazon GameLift. // -// Available in Amazon GameLift Local. -// -// Player-session-related operations include: +// Retrieves a set of one or more matchmaking tickets. Use this operation to +// retrieve ticket information, including status and--once a successful match +// is made--acquire connection information for the resulting new game session. // -// * CreatePlayerSession +// You can use this operation to track the progress of matchmaking requests +// (through polling) as an alternative to using event notifications. See more +// details on tracking matchmaking requests through polling or notifications +// in StartMatchmaking. // -// * CreatePlayerSessions +// You can request data for a one or a list of ticket IDs. If the request is +// successful, a ticket object is returned for each requested ID. When specifying +// a list of ticket IDs, objects are returned only for tickets that currently +// exist. // -// * DescribePlayerSessions +// Matchmaking-related operations include: // -// * Game session placements +// * StartMatchmaking // -// StartGameSessionPlacement +// * DescribeMatchmaking // -// DescribeGameSessionPlacement +// * StopMatchmaking // -// StopGameSessionPlacement +// * AcceptMatch // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's -// API operation DescribePlayerSessions for usage and error information. +// API operation DescribeMatchmaking for usage and error information. // // Returned Error Codes: +// * ErrCodeInvalidRequestException "InvalidRequestException" +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // -// * ErrCodeNotFoundException "NotFoundException" -// A service resource associated with the request could not be found. Clients -// should not retry such requests. -// -// * ErrCodeInvalidRequestException "InvalidRequestException" -// One or more parameter values in the request are invalid. Correct the invalid -// parameter values before retrying. -// -// * ErrCodeUnauthorizedException "UnauthorizedException" -// The client failed authentication. Clients should not retry such requests. +// * ErrCodeUnsupportedRegionException "UnsupportedRegionException" +// The requested operation is not supported in the region specified. // -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions -func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error) { - req, out := c.DescribePlayerSessionsRequest(input) +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking +func (c *GameLift) DescribeMatchmaking(input *DescribeMatchmakingInput) (*DescribeMatchmakingOutput, error) { + req, out := c.DescribeMatchmakingRequest(input) return out, req.Send() } -// DescribePlayerSessionsWithContext is the same as DescribePlayerSessions with the addition of +// DescribeMatchmakingWithContext is the same as DescribeMatchmaking with the addition of // the ability to pass a context and additional request options. // -// See DescribePlayerSessions for details on how to use this API operation. +// See DescribeMatchmaking for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribePlayerSessionsWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, opts ...request.Option) (*DescribePlayerSessionsOutput, error) { - req, out := c.DescribePlayerSessionsRequest(input) +func (c *GameLift) DescribeMatchmakingWithContext(ctx aws.Context, input *DescribeMatchmakingInput, opts ...request.Option) (*DescribeMatchmakingOutput, error) { + req, out := c.DescribeMatchmakingRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } -const opDescribeRuntimeConfiguration = "DescribeRuntimeConfiguration" +const opDescribeMatchmakingConfigurations = "DescribeMatchmakingConfigurations" -// DescribeRuntimeConfigurationRequest generates a "aws/request.Request" representing the -// client's request for the DescribeRuntimeConfiguration operation. The "output" return +// DescribeMatchmakingConfigurationsRequest generates a "aws/request.Request" representing the +// client's request for the DescribeMatchmakingConfigurations operation. The "output" return // value will be populated with the request's response once the request complets // successfuly. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DescribeRuntimeConfiguration for more information on using the DescribeRuntimeConfiguration +// See DescribeMatchmakingConfigurations for more information on using the DescribeMatchmakingConfigurations // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DescribeRuntimeConfigurationRequest method. -// req, resp := client.DescribeRuntimeConfigurationRequest(params) +// // Example sending a request using the DescribeMatchmakingConfigurationsRequest method. +// req, resp := client.DescribeMatchmakingConfigurationsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration -func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput) { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations +func (c *GameLift) DescribeMatchmakingConfigurationsRequest(input *DescribeMatchmakingConfigurationsInput) (req *request.Request, output *DescribeMatchmakingConfigurationsOutput) { op := &request.Operation{ - Name: opDescribeRuntimeConfiguration, + Name: opDescribeMatchmakingConfigurations, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { - input = &DescribeRuntimeConfigurationInput{} + input = &DescribeMatchmakingConfigurationsInput{} } - output = &DescribeRuntimeConfigurationOutput{} + output = &DescribeMatchmakingConfigurationsOutput{} req = c.newRequest(op, input, output) return } -// DescribeRuntimeConfiguration API operation for Amazon GameLift. -// -// Retrieves the current run-time configuration for the specified fleet. The -// run-time configuration tells Amazon GameLift how to launch server processes -// on instances in the fleet. -// -// Fleet-related operations include: -// -// * CreateFleet -// -// * ListFleets -// -// * Describe fleets: -// -// DescribeFleetAttributes -// -// DescribeFleetPortSettings -// -// DescribeFleetUtilization -// -// DescribeRuntimeConfiguration -// -// DescribeFleetEvents -// -// * Update fleets: -// -// UpdateFleetAttributes -// -// UpdateFleetCapacity +// DescribeMatchmakingConfigurations API operation for Amazon GameLift. // -// UpdateFleetPortSettings -// -// UpdateRuntimeConfiguration +// Retrieves the details of FlexMatch matchmaking configurations. with this +// operation, you have the following options: (1) retrieve all existing configurations, +// (2) provide the names of one or more configurations to retrieve, or (3) retrieve +// all configurations that use a specified rule set name. When requesting multiple +// items, use the pagination parameters to retrieve results as a set of sequential +// pages. If successful, a configuration is returned for each requested name. +// When specifying a list of names, only configurations that currently exist +// are returned. // -// * Manage fleet capacity: +// Operations related to match configurations and rule sets include: // -// DescribeFleetCapacity +// * CreateMatchmakingConfiguration // -// UpdateFleetCapacity +// * DescribeMatchmakingConfigurations // -// PutScalingPolicy (automatic scaling) +// * UpdateMatchmakingConfiguration // -// DescribeScalingPolicies (automatic scaling) +// * DeleteMatchmakingConfiguration // -// DeleteScalingPolicy (automatic scaling) +// * CreateMatchmakingRuleSet // -// DescribeEC2InstanceLimits +// * DescribeMatchmakingRuleSets // -// * DeleteFleet +// * ValidateMatchmakingRuleSet // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's -// API operation DescribeRuntimeConfiguration for usage and error information. +// API operation DescribeMatchmakingConfigurations for usage and error information. // // Returned Error Codes: -// * ErrCodeUnauthorizedException "UnauthorizedException" -// The client failed authentication. Clients should not retry such requests. -// -// * ErrCodeNotFoundException "NotFoundException" -// A service resource associated with the request could not be found. Clients -// should not retry such requests. +// * ErrCodeInvalidRequestException "InvalidRequestException" +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // -// * ErrCodeInvalidRequestException "InvalidRequestException" -// One or more parameter values in the request are invalid. Correct the invalid -// parameter values before retrying. +// * ErrCodeUnsupportedRegionException "UnsupportedRegionException" +// The requested operation is not supported in the region specified. // -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration -func (c *GameLift) DescribeRuntimeConfiguration(input *DescribeRuntimeConfigurationInput) (*DescribeRuntimeConfigurationOutput, error) { - req, out := c.DescribeRuntimeConfigurationRequest(input) +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations +func (c *GameLift) DescribeMatchmakingConfigurations(input *DescribeMatchmakingConfigurationsInput) (*DescribeMatchmakingConfigurationsOutput, error) { + req, out := c.DescribeMatchmakingConfigurationsRequest(input) return out, req.Send() } -// DescribeRuntimeConfigurationWithContext is the same as DescribeRuntimeConfiguration with the addition of +// DescribeMatchmakingConfigurationsWithContext is the same as DescribeMatchmakingConfigurations with the addition of // the ability to pass a context and additional request options. // -// See DescribeRuntimeConfiguration for details on how to use this API operation. +// See DescribeMatchmakingConfigurations for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeRuntimeConfigurationWithContext(ctx aws.Context, input *DescribeRuntimeConfigurationInput, opts ...request.Option) (*DescribeRuntimeConfigurationOutput, error) { - req, out := c.DescribeRuntimeConfigurationRequest(input) +func (c *GameLift) DescribeMatchmakingConfigurationsWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, opts ...request.Option) (*DescribeMatchmakingConfigurationsOutput, error) { + req, out := c.DescribeMatchmakingConfigurationsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } -const opDescribeScalingPolicies = "DescribeScalingPolicies" +const opDescribeMatchmakingRuleSets = "DescribeMatchmakingRuleSets" -// DescribeScalingPoliciesRequest generates a "aws/request.Request" representing the -// client's request for the DescribeScalingPolicies operation. The "output" return +// DescribeMatchmakingRuleSetsRequest generates a "aws/request.Request" representing the +// client's request for the DescribeMatchmakingRuleSets operation. The "output" return // value will be populated with the request's response once the request complets // successfuly. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DescribeScalingPolicies for more information on using the DescribeScalingPolicies +// See DescribeMatchmakingRuleSets for more information on using the DescribeMatchmakingRuleSets // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DescribeScalingPoliciesRequest method. -// req, resp := client.DescribeScalingPoliciesRequest(params) +// // Example sending a request using the DescribeMatchmakingRuleSetsRequest method. +// req, resp := client.DescribeMatchmakingRuleSetsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies -func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput) { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets +func (c *GameLift) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmakingRuleSetsInput) (req *request.Request, output *DescribeMatchmakingRuleSetsOutput) { op := &request.Operation{ - Name: opDescribeScalingPolicies, + Name: opDescribeMatchmakingRuleSets, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { - input = &DescribeScalingPoliciesInput{} + input = &DescribeMatchmakingRuleSetsInput{} } - output = &DescribeScalingPoliciesOutput{} + output = &DescribeMatchmakingRuleSetsOutput{} req = c.newRequest(op, input, output) return } -// DescribeScalingPolicies API operation for Amazon GameLift. -// -// Retrieves all scaling policies applied to a fleet. +// DescribeMatchmakingRuleSets API operation for Amazon GameLift. // -// To get a fleet's scaling policies, specify the fleet ID. You can filter this -// request by policy status, such as to retrieve only active scaling policies. -// Use the pagination parameters to retrieve results as a set of sequential -// pages. If successful, set of ScalingPolicy objects is returned for the fleet. +// Retrieves the details for FlexMatch matchmaking rule sets. You can request +// all existing rule sets for the region, or provide a list of one or more rule +// set names. When requesting multiple items, use the pagination parameters +// to retrieve results as a set of sequential pages. If successful, a rule set +// is returned for each requested name. // -// Fleet-related operations include: +// Operations related to match configurations and rule sets include: // -// * CreateFleet +// * CreateMatchmakingConfiguration // -// * ListFleets +// * DescribeMatchmakingConfigurations // -// * Describe fleets: +// * UpdateMatchmakingConfiguration // -// DescribeFleetAttributes +// * DeleteMatchmakingConfiguration // -// DescribeFleetPortSettings +// * CreateMatchmakingRuleSet // -// DescribeFleetUtilization +// * DescribeMatchmakingRuleSets // -// DescribeRuntimeConfiguration +// * ValidateMatchmakingRuleSet // -// DescribeFleetEvents +// Returns awserr.Error for service API and SDK errors. Use runtime type assertions +// with awserr.Error's Code and Message methods to get detailed information about +// the error. // -// * Update fleets: +// See the AWS API reference guide for Amazon GameLift's +// API operation DescribeMatchmakingRuleSets for usage and error information. // -// UpdateFleetAttributes +// Returned Error Codes: +// * ErrCodeInvalidRequestException "InvalidRequestException" +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// * ErrCodeInternalServiceException "InternalServiceException" +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// * ErrCodeNotFoundException "NotFoundException" +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// +// * ErrCodeUnsupportedRegionException "UnsupportedRegionException" +// The requested operation is not supported in the region specified. +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets +func (c *GameLift) DescribeMatchmakingRuleSets(input *DescribeMatchmakingRuleSetsInput) (*DescribeMatchmakingRuleSetsOutput, error) { + req, out := c.DescribeMatchmakingRuleSetsRequest(input) + return out, req.Send() +} + +// DescribeMatchmakingRuleSetsWithContext is the same as DescribeMatchmakingRuleSets with the addition of +// the ability to pass a context and additional request options. +// +// See DescribeMatchmakingRuleSets for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) DescribeMatchmakingRuleSetsWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, opts ...request.Option) (*DescribeMatchmakingRuleSetsOutput, error) { + req, out := c.DescribeMatchmakingRuleSetsRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +const opDescribePlayerSessions = "DescribePlayerSessions" + +// DescribePlayerSessionsRequest generates a "aws/request.Request" representing the +// client's request for the DescribePlayerSessions operation. The "output" return +// value will be populated with the request's response once the request complets +// successfuly. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See DescribePlayerSessions for more information on using the DescribePlayerSessions +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the DescribePlayerSessionsRequest method. +// req, resp := client.DescribePlayerSessionsRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions +func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput) { + op := &request.Operation{ + Name: opDescribePlayerSessions, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &DescribePlayerSessionsInput{} + } + + output = &DescribePlayerSessionsOutput{} + req = c.newRequest(op, input, output) + return +} + +// DescribePlayerSessions API operation for Amazon GameLift. +// +// Retrieves properties for one or more player sessions. This action can be +// used in several ways: (1) provide a PlayerSessionId to request properties +// for a specific player session; (2) provide a GameSessionId to request properties +// for all player sessions in the specified game session; (3) provide a PlayerId +// to request properties for all player sessions of a specified player. +// +// To get game session record(s), specify only one of the following: a player +// session ID, a game session ID, or a player ID. You can filter this request +// by player session status. Use the pagination parameters to retrieve results +// as a set of sequential pages. If successful, a PlayerSession object is returned +// for each session matching the request. +// +// Available in Amazon GameLift Local. +// +// Player-session-related operations include: +// +// * CreatePlayerSession +// +// * CreatePlayerSessions +// +// * DescribePlayerSessions +// +// * Game session placements +// +// StartGameSessionPlacement +// +// DescribeGameSessionPlacement +// +// StopGameSessionPlacement +// +// Returns awserr.Error for service API and SDK errors. Use runtime type assertions +// with awserr.Error's Code and Message methods to get detailed information about +// the error. +// +// See the AWS API reference guide for Amazon GameLift's +// API operation DescribePlayerSessions for usage and error information. +// +// Returned Error Codes: +// * ErrCodeInternalServiceException "InternalServiceException" +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// * ErrCodeNotFoundException "NotFoundException" +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// +// * ErrCodeInvalidRequestException "InvalidRequestException" +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// * ErrCodeUnauthorizedException "UnauthorizedException" +// The client failed authentication. Clients should not retry such requests. +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions +func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error) { + req, out := c.DescribePlayerSessionsRequest(input) + return out, req.Send() +} + +// DescribePlayerSessionsWithContext is the same as DescribePlayerSessions with the addition of +// the ability to pass a context and additional request options. +// +// See DescribePlayerSessions for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) DescribePlayerSessionsWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, opts ...request.Option) (*DescribePlayerSessionsOutput, error) { + req, out := c.DescribePlayerSessionsRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +const opDescribeRuntimeConfiguration = "DescribeRuntimeConfiguration" + +// DescribeRuntimeConfigurationRequest generates a "aws/request.Request" representing the +// client's request for the DescribeRuntimeConfiguration operation. The "output" return +// value will be populated with the request's response once the request complets +// successfuly. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See DescribeRuntimeConfiguration for more information on using the DescribeRuntimeConfiguration +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the DescribeRuntimeConfigurationRequest method. +// req, resp := client.DescribeRuntimeConfigurationRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration +func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput) { + op := &request.Operation{ + Name: opDescribeRuntimeConfiguration, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &DescribeRuntimeConfigurationInput{} + } + + output = &DescribeRuntimeConfigurationOutput{} + req = c.newRequest(op, input, output) + return +} + +// DescribeRuntimeConfiguration API operation for Amazon GameLift. +// +// Retrieves the current run-time configuration for the specified fleet. The +// run-time configuration tells Amazon GameLift how to launch server processes +// on instances in the fleet. +// +// Fleet-related operations include: +// +// * CreateFleet +// +// * ListFleets +// +// * Describe fleets: +// +// DescribeFleetAttributes +// +// DescribeFleetPortSettings +// +// DescribeFleetUtilization +// +// DescribeRuntimeConfiguration +// +// DescribeFleetEvents +// +// * Update fleets: +// +// UpdateFleetAttributes +// +// UpdateFleetCapacity +// +// UpdateFleetPortSettings +// +// UpdateRuntimeConfiguration +// +// * Manage fleet capacity: +// +// DescribeFleetCapacity +// +// UpdateFleetCapacity +// +// PutScalingPolicy (automatic scaling) +// +// DescribeScalingPolicies (automatic scaling) +// +// DeleteScalingPolicy (automatic scaling) +// +// DescribeEC2InstanceLimits +// +// * DeleteFleet +// +// Returns awserr.Error for service API and SDK errors. Use runtime type assertions +// with awserr.Error's Code and Message methods to get detailed information about +// the error. +// +// See the AWS API reference guide for Amazon GameLift's +// API operation DescribeRuntimeConfiguration for usage and error information. +// +// Returned Error Codes: +// * ErrCodeUnauthorizedException "UnauthorizedException" +// The client failed authentication. Clients should not retry such requests. +// +// * ErrCodeNotFoundException "NotFoundException" +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// +// * ErrCodeInternalServiceException "InternalServiceException" +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// * ErrCodeInvalidRequestException "InvalidRequestException" +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration +func (c *GameLift) DescribeRuntimeConfiguration(input *DescribeRuntimeConfigurationInput) (*DescribeRuntimeConfigurationOutput, error) { + req, out := c.DescribeRuntimeConfigurationRequest(input) + return out, req.Send() +} + +// DescribeRuntimeConfigurationWithContext is the same as DescribeRuntimeConfiguration with the addition of +// the ability to pass a context and additional request options. +// +// See DescribeRuntimeConfiguration for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) DescribeRuntimeConfigurationWithContext(ctx aws.Context, input *DescribeRuntimeConfigurationInput, opts ...request.Option) (*DescribeRuntimeConfigurationOutput, error) { + req, out := c.DescribeRuntimeConfigurationRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +const opDescribeScalingPolicies = "DescribeScalingPolicies" + +// DescribeScalingPoliciesRequest generates a "aws/request.Request" representing the +// client's request for the DescribeScalingPolicies operation. The "output" return +// value will be populated with the request's response once the request complets +// successfuly. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See DescribeScalingPolicies for more information on using the DescribeScalingPolicies +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the DescribeScalingPoliciesRequest method. +// req, resp := client.DescribeScalingPoliciesRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies +func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput) { + op := &request.Operation{ + Name: opDescribeScalingPolicies, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &DescribeScalingPoliciesInput{} + } + + output = &DescribeScalingPoliciesOutput{} + req = c.newRequest(op, input, output) + return +} + +// DescribeScalingPolicies API operation for Amazon GameLift. +// +// Retrieves all scaling policies applied to a fleet. +// +// To get a fleet's scaling policies, specify the fleet ID. You can filter this +// request by policy status, such as to retrieve only active scaling policies. +// Use the pagination parameters to retrieve results as a set of sequential +// pages. If successful, set of ScalingPolicy objects is returned for the fleet. +// +// Fleet-related operations include: +// +// * CreateFleet +// +// * ListFleets +// +// * Describe fleets: +// +// DescribeFleetAttributes +// +// DescribeFleetPortSettings +// +// DescribeFleetUtilization +// +// DescribeRuntimeConfiguration +// +// DescribeFleetEvents +// +// * Update fleets: +// +// UpdateFleetAttributes // // UpdateFleetCapacity // @@ -3735,7 +4568,8 @@ func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) // // Retrieves the location of stored game session logs for a specified game session. // When a game session is terminated, Amazon GameLift automatically stores the -// logs in Amazon S3. Use this URL to download the logs. +// logs in Amazon S3 and retains them for 14 days. Use this URL to download +// the logs. // // See the AWS Service Limits (http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift) // page for maximum log file sizes. Log files that exceed this limit are not @@ -4875,7 +5709,7 @@ func (c *GameLift) StartGameSessionPlacementRequest(input *StartGameSessionPlace // If successful, a new game session placement is created. // // To track the status of a placement request, call DescribeGameSessionPlacement -// and check the request's status. If the status is Fulfilled, a new game session +// and check the request's status. If the status is FULFILLED, a new game session // has been created and a game session ARN and region are referenced. If the // placement request times out, you can resubmit the request or retry it with // a different queue. @@ -4948,6 +5782,168 @@ func (c *GameLift) StartGameSessionPlacementWithContext(ctx aws.Context, input * return out, req.Send() } +const opStartMatchmaking = "StartMatchmaking" + +// StartMatchmakingRequest generates a "aws/request.Request" representing the +// client's request for the StartMatchmaking operation. The "output" return +// value will be populated with the request's response once the request complets +// successfuly. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See StartMatchmaking for more information on using the StartMatchmaking +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the StartMatchmakingRequest method. +// req, resp := client.StartMatchmakingRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking +func (c *GameLift) StartMatchmakingRequest(input *StartMatchmakingInput) (req *request.Request, output *StartMatchmakingOutput) { + op := &request.Operation{ + Name: opStartMatchmaking, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &StartMatchmakingInput{} + } + + output = &StartMatchmakingOutput{} + req = c.newRequest(op, input, output) + return +} + +// StartMatchmaking API operation for Amazon GameLift. +// +// Uses FlexMatch to create a game match for a group of players based on custom +// matchmaking rules, and starts a new game for the matched players. Each matchmaking +// request specifies the type of match to build (team configuration, rules for +// an acceptable match, etc.). The request also specifies the players to find +// a match for and where to host the new game session for optimal performance. +// A matchmaking request might start with a single player or a group of players +// who want to play together. FlexMatch finds additional players as needed to +// fill the match. Match type, rules, and the queue used to place a new game +// session are defined in a MatchmakingConfiguration. For complete information +// on setting up and using FlexMatch, see the topic Adding FlexMatch to Your +// Game (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html). +// +// To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, +// and include the players to be matched. You must also include a set of player +// attributes relevant for the matchmaking configuration. If successful, a matchmaking +// ticket is returned with status set to QUEUED. Track the status of the ticket +// to respond as needed and acquire game session connection information for +// sucessfully completed matches. +// +// Tracking ticket status -- A couple of options are available for tracking +// the status of matchmaking requests: +// +// * Polling -- Call DescribeMatchmaking. This operation returns the full +// ticket object, including current status and (for completed tickets) game +// session connection info. We recommend polling no more than once every +// 10 seconds. +// +// * Notifications -- Get event notifications for changes in ticket status +// using Amazon Simple Notification Service (SNS). Notifications are easy +// to set up (see CreateMatchmakingConfiguration) and typically deliver match +// status changes faster and more efficiently than polling. We recommend +// that you use polling to back up to notifications (since delivery is not +// guaranteed) and call DescribeMatchmaking only when notifications are not +// received within 30 seconds. +// +// Processing a matchmaking request -- FlexMatch handles a matchmaking request +// as follows: +// +// Your client code submits a StartMatchmaking request for one or more players +// and tracks the status of the request ticket. +// +// FlexMatch uses this ticket and others in process to build an acceptable match. +// When a potential match is identified, all tickets in the proposed match are +// advanced to the next status. +// +// If the match requires player acceptance (set in the matchmaking configuration), +// the tickets move into status REQUIRES_ACCEPTANCE. This status triggers your +// client code to solicit acceptance from all players in every ticket involved +// in the match, and then call AcceptMatch for each player. If any player rejects +// or fails to accept the match before a specified timeout, the proposed match +// is dropped (see AcceptMatch for more details). +// +// Once a match is proposed and accepted, the matchmaking tickets move into +// status PLACING. FlexMatch locates resources for a new game session using +// the game session queue (set in the matchmaking configuration) and creates +// the game session based on the match data. +// +// When the match is successfully placed, the matchmaking tickets move into +// COMPLETED status. Connection information (including game session endpoint +// and player session) is added to the matchmaking tickets. Matched players +// can use the connection information to join the game. +// +// Matchmaking-related operations include: +// +// * StartMatchmaking +// +// * DescribeMatchmaking +// +// * StopMatchmaking +// +// * AcceptMatch +// +// Returns awserr.Error for service API and SDK errors. Use runtime type assertions +// with awserr.Error's Code and Message methods to get detailed information about +// the error. +// +// See the AWS API reference guide for Amazon GameLift's +// API operation StartMatchmaking for usage and error information. +// +// Returned Error Codes: +// * ErrCodeInvalidRequestException "InvalidRequestException" +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// * ErrCodeNotFoundException "NotFoundException" +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// +// * ErrCodeInternalServiceException "InternalServiceException" +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// * ErrCodeUnsupportedRegionException "UnsupportedRegionException" +// The requested operation is not supported in the region specified. +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking +func (c *GameLift) StartMatchmaking(input *StartMatchmakingInput) (*StartMatchmakingOutput, error) { + req, out := c.StartMatchmakingRequest(input) + return out, req.Send() +} + +// StartMatchmakingWithContext is the same as StartMatchmaking with the addition of +// the ability to pass a context and additional request options. +// +// See StartMatchmaking for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) StartMatchmakingWithContext(ctx aws.Context, input *StartMatchmakingInput, opts ...request.Option) (*StartMatchmakingOutput, error) { + req, out := c.StartMatchmakingRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + const opStopGameSessionPlacement = "StopGameSessionPlacement" // StopGameSessionPlacementRequest generates a "aws/request.Request" representing the @@ -4976,61 +5972,160 @@ const opStopGameSessionPlacement = "StopGameSessionPlacement" // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement func (c *GameLift) StopGameSessionPlacementRequest(input *StopGameSessionPlacementInput) (req *request.Request, output *StopGameSessionPlacementOutput) { op := &request.Operation{ - Name: opStopGameSessionPlacement, + Name: opStopGameSessionPlacement, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &StopGameSessionPlacementInput{} + } + + output = &StopGameSessionPlacementOutput{} + req = c.newRequest(op, input, output) + return +} + +// StopGameSessionPlacement API operation for Amazon GameLift. +// +// Cancels a game session placement that is in PENDING status. To stop a placement, +// provide the placement ID values. If successful, the placement is moved to +// CANCELLED status. +// +// Game-session-related operations include: +// +// * CreateGameSession +// +// * DescribeGameSessions +// +// * DescribeGameSessionDetails +// +// * SearchGameSessions +// +// * UpdateGameSession +// +// * GetGameSessionLogUrl +// +// * Game session placements +// +// StartGameSessionPlacement +// +// DescribeGameSessionPlacement +// +// StopGameSessionPlacement +// +// Returns awserr.Error for service API and SDK errors. Use runtime type assertions +// with awserr.Error's Code and Message methods to get detailed information about +// the error. +// +// See the AWS API reference guide for Amazon GameLift's +// API operation StopGameSessionPlacement for usage and error information. +// +// Returned Error Codes: +// * ErrCodeInternalServiceException "InternalServiceException" +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// * ErrCodeInvalidRequestException "InvalidRequestException" +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// * ErrCodeNotFoundException "NotFoundException" +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// +// * ErrCodeUnauthorizedException "UnauthorizedException" +// The client failed authentication. Clients should not retry such requests. +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement +func (c *GameLift) StopGameSessionPlacement(input *StopGameSessionPlacementInput) (*StopGameSessionPlacementOutput, error) { + req, out := c.StopGameSessionPlacementRequest(input) + return out, req.Send() +} + +// StopGameSessionPlacementWithContext is the same as StopGameSessionPlacement with the addition of +// the ability to pass a context and additional request options. +// +// See StopGameSessionPlacement for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) StopGameSessionPlacementWithContext(ctx aws.Context, input *StopGameSessionPlacementInput, opts ...request.Option) (*StopGameSessionPlacementOutput, error) { + req, out := c.StopGameSessionPlacementRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +const opStopMatchmaking = "StopMatchmaking" + +// StopMatchmakingRequest generates a "aws/request.Request" representing the +// client's request for the StopMatchmaking operation. The "output" return +// value will be populated with the request's response once the request complets +// successfuly. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See StopMatchmaking for more information on using the StopMatchmaking +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the StopMatchmakingRequest method. +// req, resp := client.StopMatchmakingRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking +func (c *GameLift) StopMatchmakingRequest(input *StopMatchmakingInput) (req *request.Request, output *StopMatchmakingOutput) { + op := &request.Operation{ + Name: opStopMatchmaking, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { - input = &StopGameSessionPlacementInput{} + input = &StopMatchmakingInput{} } - output = &StopGameSessionPlacementOutput{} + output = &StopMatchmakingOutput{} req = c.newRequest(op, input, output) return } -// StopGameSessionPlacement API operation for Amazon GameLift. -// -// Cancels a game session placement that is in Pending status. To stop a placement, -// provide the placement ID values. If successful, the placement is moved to -// Cancelled status. -// -// Game-session-related operations include: -// -// * CreateGameSession -// -// * DescribeGameSessions -// -// * DescribeGameSessionDetails -// -// * SearchGameSessions +// StopMatchmaking API operation for Amazon GameLift. // -// * UpdateGameSession +// Cancels a matchmaking ticket that is currently being processed. To stop the +// matchmaking operation, specify the ticket ID. If successful, work on the +// ticket is stopped, and the ticket status is changed to CANCELLED. // -// * GetGameSessionLogUrl +// Matchmaking-related operations include: // -// * Game session placements +// * StartMatchmaking // -// StartGameSessionPlacement +// * DescribeMatchmaking // -// DescribeGameSessionPlacement +// * StopMatchmaking // -// StopGameSessionPlacement +// * AcceptMatch // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's -// API operation StopGameSessionPlacement for usage and error information. +// API operation StopMatchmaking for usage and error information. // // Returned Error Codes: -// * ErrCodeInternalServiceException "InternalServiceException" -// The service encountered an unrecoverable internal failure while processing -// the request. Clients can retry such requests immediately or after a waiting -// period. -// // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. @@ -5039,26 +6134,31 @@ func (c *GameLift) StopGameSessionPlacementRequest(input *StopGameSessionPlaceme // A service resource associated with the request could not be found. Clients // should not retry such requests. // -// * ErrCodeUnauthorizedException "UnauthorizedException" -// The client failed authentication. Clients should not retry such requests. +// * ErrCodeInternalServiceException "InternalServiceException" +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. // -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement -func (c *GameLift) StopGameSessionPlacement(input *StopGameSessionPlacementInput) (*StopGameSessionPlacementOutput, error) { - req, out := c.StopGameSessionPlacementRequest(input) +// * ErrCodeUnsupportedRegionException "UnsupportedRegionException" +// The requested operation is not supported in the region specified. +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking +func (c *GameLift) StopMatchmaking(input *StopMatchmakingInput) (*StopMatchmakingOutput, error) { + req, out := c.StopMatchmakingRequest(input) return out, req.Send() } -// StopGameSessionPlacementWithContext is the same as StopGameSessionPlacement with the addition of +// StopMatchmakingWithContext is the same as StopMatchmaking with the addition of // the ability to pass a context and additional request options. // -// See StopGameSessionPlacement for details on how to use this API operation. +// See StopMatchmaking for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) StopGameSessionPlacementWithContext(ctx aws.Context, input *StopGameSessionPlacementInput, opts ...request.Option) (*StopGameSessionPlacementOutput, error) { - req, out := c.StopGameSessionPlacementRequest(input) +func (c *GameLift) StopMatchmakingWithContext(ctx aws.Context, input *StopMatchmakingInput, opts ...request.Option) (*StopMatchmakingOutput, error) { + req, out := c.StopMatchmakingRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() @@ -5986,6 +7086,115 @@ func (c *GameLift) UpdateGameSessionQueueWithContext(ctx aws.Context, input *Upd return out, req.Send() } +const opUpdateMatchmakingConfiguration = "UpdateMatchmakingConfiguration" + +// UpdateMatchmakingConfigurationRequest generates a "aws/request.Request" representing the +// client's request for the UpdateMatchmakingConfiguration operation. The "output" return +// value will be populated with the request's response once the request complets +// successfuly. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See UpdateMatchmakingConfiguration for more information on using the UpdateMatchmakingConfiguration +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the UpdateMatchmakingConfigurationRequest method. +// req, resp := client.UpdateMatchmakingConfigurationRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration +func (c *GameLift) UpdateMatchmakingConfigurationRequest(input *UpdateMatchmakingConfigurationInput) (req *request.Request, output *UpdateMatchmakingConfigurationOutput) { + op := &request.Operation{ + Name: opUpdateMatchmakingConfiguration, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &UpdateMatchmakingConfigurationInput{} + } + + output = &UpdateMatchmakingConfigurationOutput{} + req = c.newRequest(op, input, output) + return +} + +// UpdateMatchmakingConfiguration API operation for Amazon GameLift. +// +// Updates settings for a FlexMatch matchmaking configuration. To update settings, +// specify the configuration name to be updated and provide the new settings. +// +// Operations related to match configurations and rule sets include: +// +// * CreateMatchmakingConfiguration +// +// * DescribeMatchmakingConfigurations +// +// * UpdateMatchmakingConfiguration +// +// * DeleteMatchmakingConfiguration +// +// * CreateMatchmakingRuleSet +// +// * DescribeMatchmakingRuleSets +// +// * ValidateMatchmakingRuleSet +// +// Returns awserr.Error for service API and SDK errors. Use runtime type assertions +// with awserr.Error's Code and Message methods to get detailed information about +// the error. +// +// See the AWS API reference guide for Amazon GameLift's +// API operation UpdateMatchmakingConfiguration for usage and error information. +// +// Returned Error Codes: +// * ErrCodeInvalidRequestException "InvalidRequestException" +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// * ErrCodeNotFoundException "NotFoundException" +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// +// * ErrCodeInternalServiceException "InternalServiceException" +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// * ErrCodeUnsupportedRegionException "UnsupportedRegionException" +// The requested operation is not supported in the region specified. +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration +func (c *GameLift) UpdateMatchmakingConfiguration(input *UpdateMatchmakingConfigurationInput) (*UpdateMatchmakingConfigurationOutput, error) { + req, out := c.UpdateMatchmakingConfigurationRequest(input) + return out, req.Send() +} + +// UpdateMatchmakingConfigurationWithContext is the same as UpdateMatchmakingConfiguration with the addition of +// the ability to pass a context and additional request options. +// +// See UpdateMatchmakingConfiguration for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) UpdateMatchmakingConfigurationWithContext(ctx aws.Context, input *UpdateMatchmakingConfigurationInput, opts ...request.Option) (*UpdateMatchmakingConfigurationOutput, error) { + req, out := c.UpdateMatchmakingConfigurationRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + const opUpdateRuntimeConfiguration = "UpdateRuntimeConfiguration" // UpdateRuntimeConfigurationRequest generates a "aws/request.Request" representing the @@ -6126,20 +7335,214 @@ func (c *GameLift) UpdateRuntimeConfiguration(input *UpdateRuntimeConfigurationI return out, req.Send() } -// UpdateRuntimeConfigurationWithContext is the same as UpdateRuntimeConfiguration with the addition of -// the ability to pass a context and additional request options. -// -// See UpdateRuntimeConfiguration for details on how to use this API operation. -// -// The context must be non-nil and will be used for request cancellation. If -// the context is nil a panic will occur. In the future the SDK may create -// sub-contexts for http.Requests. See https://golang.org/pkg/context/ -// for more information on using Contexts. -func (c *GameLift) UpdateRuntimeConfigurationWithContext(ctx aws.Context, input *UpdateRuntimeConfigurationInput, opts ...request.Option) (*UpdateRuntimeConfigurationOutput, error) { - req, out := c.UpdateRuntimeConfigurationRequest(input) - req.SetContext(ctx) - req.ApplyOptions(opts...) - return out, req.Send() +// UpdateRuntimeConfigurationWithContext is the same as UpdateRuntimeConfiguration with the addition of +// the ability to pass a context and additional request options. +// +// See UpdateRuntimeConfiguration for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) UpdateRuntimeConfigurationWithContext(ctx aws.Context, input *UpdateRuntimeConfigurationInput, opts ...request.Option) (*UpdateRuntimeConfigurationOutput, error) { + req, out := c.UpdateRuntimeConfigurationRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +const opValidateMatchmakingRuleSet = "ValidateMatchmakingRuleSet" + +// ValidateMatchmakingRuleSetRequest generates a "aws/request.Request" representing the +// client's request for the ValidateMatchmakingRuleSet operation. The "output" return +// value will be populated with the request's response once the request complets +// successfuly. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See ValidateMatchmakingRuleSet for more information on using the ValidateMatchmakingRuleSet +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the ValidateMatchmakingRuleSetRequest method. +// req, resp := client.ValidateMatchmakingRuleSetRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet +func (c *GameLift) ValidateMatchmakingRuleSetRequest(input *ValidateMatchmakingRuleSetInput) (req *request.Request, output *ValidateMatchmakingRuleSetOutput) { + op := &request.Operation{ + Name: opValidateMatchmakingRuleSet, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &ValidateMatchmakingRuleSetInput{} + } + + output = &ValidateMatchmakingRuleSetOutput{} + req = c.newRequest(op, input, output) + return +} + +// ValidateMatchmakingRuleSet API operation for Amazon GameLift. +// +// Validates the syntax of a matchmaking rule or rule set. This operation checks +// that the rule set uses syntactically correct JSON and that it conforms to +// allowed property expressions. To validate syntax, provide a rule set string. +// +// Operations related to match configurations and rule sets include: +// +// * CreateMatchmakingConfiguration +// +// * DescribeMatchmakingConfigurations +// +// * UpdateMatchmakingConfiguration +// +// * DeleteMatchmakingConfiguration +// +// * CreateMatchmakingRuleSet +// +// * DescribeMatchmakingRuleSets +// +// * ValidateMatchmakingRuleSet +// +// Returns awserr.Error for service API and SDK errors. Use runtime type assertions +// with awserr.Error's Code and Message methods to get detailed information about +// the error. +// +// See the AWS API reference guide for Amazon GameLift's +// API operation ValidateMatchmakingRuleSet for usage and error information. +// +// Returned Error Codes: +// * ErrCodeInternalServiceException "InternalServiceException" +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// * ErrCodeUnsupportedRegionException "UnsupportedRegionException" +// The requested operation is not supported in the region specified. +// +// * ErrCodeInvalidRequestException "InvalidRequestException" +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet +func (c *GameLift) ValidateMatchmakingRuleSet(input *ValidateMatchmakingRuleSetInput) (*ValidateMatchmakingRuleSetOutput, error) { + req, out := c.ValidateMatchmakingRuleSetRequest(input) + return out, req.Send() +} + +// ValidateMatchmakingRuleSetWithContext is the same as ValidateMatchmakingRuleSet with the addition of +// the ability to pass a context and additional request options. +// +// See ValidateMatchmakingRuleSet for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) ValidateMatchmakingRuleSetWithContext(ctx aws.Context, input *ValidateMatchmakingRuleSetInput, opts ...request.Option) (*ValidateMatchmakingRuleSetOutput, error) { + req, out := c.ValidateMatchmakingRuleSetRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +// Represents the input for a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatchInput +type AcceptMatchInput struct { + _ struct{} `type:"structure"` + + // Player response to the proposed match. + // + // AcceptanceType is a required field + AcceptanceType *string `type:"string" required:"true" enum:"AcceptanceType"` + + // Unique identifier for a player delivering the response. This parameter can + // include one or multiple player IDs. + // + // PlayerIds is a required field + PlayerIds []*string `type:"list" required:"true"` + + // Unique identifier for a matchmaking ticket. The ticket must be in status + // REQUIRES_ACCEPTANCE; otherwise this request will fail. + // + // TicketId is a required field + TicketId *string `min:"1" type:"string" required:"true"` +} + +// String returns the string representation +func (s AcceptMatchInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s AcceptMatchInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *AcceptMatchInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "AcceptMatchInput"} + if s.AcceptanceType == nil { + invalidParams.Add(request.NewErrParamRequired("AcceptanceType")) + } + if s.PlayerIds == nil { + invalidParams.Add(request.NewErrParamRequired("PlayerIds")) + } + if s.TicketId == nil { + invalidParams.Add(request.NewErrParamRequired("TicketId")) + } + if s.TicketId != nil && len(*s.TicketId) < 1 { + invalidParams.Add(request.NewErrParamMinLen("TicketId", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetAcceptanceType sets the AcceptanceType field's value. +func (s *AcceptMatchInput) SetAcceptanceType(v string) *AcceptMatchInput { + s.AcceptanceType = &v + return s +} + +// SetPlayerIds sets the PlayerIds field's value. +func (s *AcceptMatchInput) SetPlayerIds(v []*string) *AcceptMatchInput { + s.PlayerIds = v + return s +} + +// SetTicketId sets the TicketId field's value. +func (s *AcceptMatchInput) SetTicketId(v string) *AcceptMatchInput { + s.TicketId = &v + return s +} + +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatchOutput +type AcceptMatchOutput struct { + _ struct{} `type:"structure"` +} + +// String returns the string representation +func (s AcceptMatchOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s AcceptMatchOutput) GoString() string { + return s.String() } // Properties describing a fleet alias. @@ -6238,20 +7641,92 @@ func (s *Alias) SetRoutingStrategy(v *RoutingStrategy) *Alias { return s } -// AWS access credentials sometimes used for uploading game build files to Amazon +// Values for use in Player attribute type: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. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AttributeValue +type AttributeValue struct { + _ struct{} `type:"structure"` + + // For number values, expressed as double. + N *float64 `type:"double"` + + // For single string values. Maximum string length is 100 characters. + S *string `min:"1" type:"string"` + + // For a map of up to 10 type:value pairs. Maximum length for each string value + // is 100 characters. + SDM map[string]*float64 `type:"map"` + + // For a list of up to 10 strings. Maximum length for each string is 100 characters. + // Duplicate values are not recognized; all occurances of the the repeated value + // after the first of a repeated value are ignored. + SL []*string `type:"list"` +} + +// String returns the string representation +func (s AttributeValue) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s AttributeValue) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *AttributeValue) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "AttributeValue"} + if s.S != nil && len(*s.S) < 1 { + invalidParams.Add(request.NewErrParamMinLen("S", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetN sets the N field's value. +func (s *AttributeValue) SetN(v float64) *AttributeValue { + s.N = &v + return s +} + +// SetS sets the S field's value. +func (s *AttributeValue) SetS(v string) *AttributeValue { + s.S = &v + return s +} + +// SetSDM sets the SDM field's value. +func (s *AttributeValue) SetSDM(v map[string]*float64) *AttributeValue { + s.SDM = v + return s +} + +// SetSL sets the SL field's value. +func (s *AttributeValue) SetSL(v []*string) *AttributeValue { + s.SL = v + return s +} + +// Temporary access credentials used for uploading game build files to Amazon // GameLift. They are valid for a limited time. If they expire before you upload // your game build, get a new set by calling RequestUploadCredentials. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AwsCredentials type AwsCredentials struct { _ struct{} `type:"structure"` - // Access key for an AWS account. + // Temporary key allowing access to the Amazon GameLift S3 account. AccessKeyId *string `min:"1" type:"string"` - // Secret key for an AWS account. + // Temporary secret key allowing access to the Amazon GameLift S3 account. SecretAccessKey *string `min:"1" type:"string"` - // Token specific to a build ID. + // Token used to associate a specific build ID with the files uploaded using + // these credentials. SessionToken *string `min:"1" type:"string"` } @@ -6875,10 +8350,18 @@ type CreateGameSessionInput struct { // reference either a fleet ID or alias ID, but not both. FleetId *string `type:"string"` - // Set of developer-defined properties for a game session. These properties - // are passed to the server process hosting the game session. + // Set of developer-defined properties for a game session, formatted as a set + // of type:value pairs. These properties are included in the GameSession object, + // which is passed to the game server with a request to start a new game session + // (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameProperties []*GameProperty `type:"list"` + // Set of developer-defined game session properties, formatted as a single string + // value. This data is included in the GameSession object, which is passed to + // the game server with a request to start a new game session (see Start a Game + // Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). + GameSessionData *string `min:"1" type:"string"` + // This parameter is no longer preferred. Please use IdempotencyToken instead. // Custom string that uniquely identifies a request for a new game session. // Maximum token length is 48 characters. If provided, this string is included @@ -6891,7 +8374,9 @@ type CreateGameSessionInput struct { // Maximum token length is 48 characters. If provided, this string is included // in the new game session's ID. (A game session ID has the following format: // arn:aws:gamelift:::gamesession//.) + // token>.) Idempotency tokens remain in use for 30 days after a game session + // has ended; game session objects are retained for this time period and then + // deleted. IdempotencyToken *string `min:"1" type:"string"` // Maximum number of players that can be connected simultaneously to the game @@ -6921,6 +8406,9 @@ func (s *CreateGameSessionInput) Validate() error { if s.CreatorId != nil && len(*s.CreatorId) < 1 { invalidParams.Add(request.NewErrParamMinLen("CreatorId", 1)) } + if s.GameSessionData != nil && len(*s.GameSessionData) < 1 { + invalidParams.Add(request.NewErrParamMinLen("GameSessionData", 1)) + } if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } @@ -6974,6 +8462,12 @@ func (s *CreateGameSessionInput) SetGameProperties(v []*GameProperty) *CreateGam return s } +// SetGameSessionData sets the GameSessionData field's value. +func (s *CreateGameSessionInput) SetGameSessionData(v string) *CreateGameSessionInput { + s.GameSessionData = &v + return s +} + // SetGameSessionId sets the GameSessionId field's value. func (s *CreateGameSessionInput) SetGameSessionId(v string) *CreateGameSessionInput { s.GameSessionId = &v @@ -7033,8 +8527,8 @@ type CreateGameSessionQueueInput struct { // ARN. Destinations are listed in default preference order. Destinations []*GameSessionQueueDestination `type:"list"` - // Descriptive label that is associated with queue. Queue names must be unique - // within each region. + // Descriptive label that is associated with game session queue. Queue names + // must be unique within each region. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` @@ -7132,13 +8626,344 @@ func (s CreateGameSessionQueueOutput) String() string { } // GoString returns the string representation -func (s CreateGameSessionQueueOutput) GoString() string { +func (s CreateGameSessionQueueOutput) GoString() string { + return s.String() +} + +// SetGameSessionQueue sets the GameSessionQueue field's value. +func (s *CreateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) *CreateGameSessionQueueOutput { + s.GameSessionQueue = v + return s +} + +// Represents the input for a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfigurationInput +type CreateMatchmakingConfigurationInput struct { + _ struct{} `type:"structure"` + + // Flag that determines whether or not a match that was created with this configuration + // must be accepted by the matched players. To require acceptance, set to TRUE. + // + // AcceptanceRequired is a required field + AcceptanceRequired *bool `type:"boolean" required:"true"` + + // Length of time (in seconds) to wait for players to accept a proposed match. + // If any player rejects the match or fails to accept before the timeout, the + // ticket continues to look for an acceptable match. + AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` + + // 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 12-person + // team, and the additional player count is set to 2, only 10 players are selected + // for the match. + AdditionalPlayerCount *int64 `type:"integer"` + + // Information to attached to all events related to the matchmaking configuration. + CustomEventData *string `min:"1" type:"string"` + + // Meaningful description of the matchmaking configuration. + Description *string `min:"1" type:"string"` + + // Set of developer-defined properties for a game session, formatted as a set + // of type:value pairs. These properties are included in the GameSession object, + // which is passed to the game server with a request to start a new game session + // (see Start a Game Session (http://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. + GameProperties []*GameProperty `type:"list"` + + // Set of developer-defined game session properties, formatted as a single string + // value. This data is included in the GameSession object, which is passed to + // the game server with a request to start a new game session (see Start a Game + // Session (http://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. + GameSessionData *string `min:"1" type:"string"` + + // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) + // that is assigned to a game session queue and uniquely identifies it. Format + // is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. + // These queues are used when placing game sessions for matches that are created + // with this matchmaking configuration. Queues can be located in any region. + // + // GameSessionQueueArns is a required field + GameSessionQueueArns []*string `type:"list" required:"true"` + + // Unique identifier for a matchmaking configuration. This name is used to identify + // the configuration associated with a matchmaking request or ticket. + // + // Name is a required field + Name *string `min:"1" type:"string" required:"true"` + + // SNS topic ARN that is set up to receive matchmaking notifications. + NotificationTarget *string `min:"1" type:"string"` + + // Maximum duration, in seconds, that a matchmaking ticket can remain in process + // before timing out. Requests that time out can be resubmitted as needed. + // + // RequestTimeoutSeconds is a required field + RequestTimeoutSeconds *int64 `min:"1" type:"integer" required:"true"` + + // Unique identifier for a matchmaking rule set to use with this configuration. + // A matchmaking configuration can only use rule sets that are defined in the + // same region. + // + // RuleSetName is a required field + RuleSetName *string `min:"1" type:"string" required:"true"` +} + +// String returns the string representation +func (s CreateMatchmakingConfigurationInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s CreateMatchmakingConfigurationInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *CreateMatchmakingConfigurationInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "CreateMatchmakingConfigurationInput"} + if s.AcceptanceRequired == nil { + invalidParams.Add(request.NewErrParamRequired("AcceptanceRequired")) + } + if s.AcceptanceTimeoutSeconds != nil && *s.AcceptanceTimeoutSeconds < 1 { + invalidParams.Add(request.NewErrParamMinValue("AcceptanceTimeoutSeconds", 1)) + } + if s.CustomEventData != nil && len(*s.CustomEventData) < 1 { + invalidParams.Add(request.NewErrParamMinLen("CustomEventData", 1)) + } + if s.Description != nil && len(*s.Description) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Description", 1)) + } + if s.GameSessionData != nil && len(*s.GameSessionData) < 1 { + invalidParams.Add(request.NewErrParamMinLen("GameSessionData", 1)) + } + if s.GameSessionQueueArns == nil { + invalidParams.Add(request.NewErrParamRequired("GameSessionQueueArns")) + } + if s.Name == nil { + invalidParams.Add(request.NewErrParamRequired("Name")) + } + if s.Name != nil && len(*s.Name) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Name", 1)) + } + if s.NotificationTarget != nil && len(*s.NotificationTarget) < 1 { + invalidParams.Add(request.NewErrParamMinLen("NotificationTarget", 1)) + } + if s.RequestTimeoutSeconds == nil { + invalidParams.Add(request.NewErrParamRequired("RequestTimeoutSeconds")) + } + if s.RequestTimeoutSeconds != nil && *s.RequestTimeoutSeconds < 1 { + invalidParams.Add(request.NewErrParamMinValue("RequestTimeoutSeconds", 1)) + } + if s.RuleSetName == nil { + invalidParams.Add(request.NewErrParamRequired("RuleSetName")) + } + if s.RuleSetName != nil && len(*s.RuleSetName) < 1 { + invalidParams.Add(request.NewErrParamMinLen("RuleSetName", 1)) + } + if s.GameProperties != nil { + for i, v := range s.GameProperties { + if v == nil { + continue + } + if err := v.Validate(); err != nil { + invalidParams.AddNested(fmt.Sprintf("%s[%v]", "GameProperties", i), err.(request.ErrInvalidParams)) + } + } + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetAcceptanceRequired sets the AcceptanceRequired field's value. +func (s *CreateMatchmakingConfigurationInput) SetAcceptanceRequired(v bool) *CreateMatchmakingConfigurationInput { + s.AcceptanceRequired = &v + return s +} + +// SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value. +func (s *CreateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds(v int64) *CreateMatchmakingConfigurationInput { + s.AcceptanceTimeoutSeconds = &v + return s +} + +// SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value. +func (s *CreateMatchmakingConfigurationInput) SetAdditionalPlayerCount(v int64) *CreateMatchmakingConfigurationInput { + s.AdditionalPlayerCount = &v + return s +} + +// SetCustomEventData sets the CustomEventData field's value. +func (s *CreateMatchmakingConfigurationInput) SetCustomEventData(v string) *CreateMatchmakingConfigurationInput { + s.CustomEventData = &v + return s +} + +// SetDescription sets the Description field's value. +func (s *CreateMatchmakingConfigurationInput) SetDescription(v string) *CreateMatchmakingConfigurationInput { + s.Description = &v + return s +} + +// SetGameProperties sets the GameProperties field's value. +func (s *CreateMatchmakingConfigurationInput) SetGameProperties(v []*GameProperty) *CreateMatchmakingConfigurationInput { + s.GameProperties = v + return s +} + +// SetGameSessionData sets the GameSessionData field's value. +func (s *CreateMatchmakingConfigurationInput) SetGameSessionData(v string) *CreateMatchmakingConfigurationInput { + s.GameSessionData = &v + return s +} + +// SetGameSessionQueueArns sets the GameSessionQueueArns field's value. +func (s *CreateMatchmakingConfigurationInput) SetGameSessionQueueArns(v []*string) *CreateMatchmakingConfigurationInput { + s.GameSessionQueueArns = v + return s +} + +// SetName sets the Name field's value. +func (s *CreateMatchmakingConfigurationInput) SetName(v string) *CreateMatchmakingConfigurationInput { + s.Name = &v + return s +} + +// SetNotificationTarget sets the NotificationTarget field's value. +func (s *CreateMatchmakingConfigurationInput) SetNotificationTarget(v string) *CreateMatchmakingConfigurationInput { + s.NotificationTarget = &v + return s +} + +// SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value. +func (s *CreateMatchmakingConfigurationInput) SetRequestTimeoutSeconds(v int64) *CreateMatchmakingConfigurationInput { + s.RequestTimeoutSeconds = &v + return s +} + +// SetRuleSetName sets the RuleSetName field's value. +func (s *CreateMatchmakingConfigurationInput) SetRuleSetName(v string) *CreateMatchmakingConfigurationInput { + s.RuleSetName = &v + return s +} + +// Represents the returned data in response to a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfigurationOutput +type CreateMatchmakingConfigurationOutput struct { + _ struct{} `type:"structure"` + + // Object that describes the newly created matchmaking configuration. + Configuration *MatchmakingConfiguration `type:"structure"` +} + +// String returns the string representation +func (s CreateMatchmakingConfigurationOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s CreateMatchmakingConfigurationOutput) GoString() string { + return s.String() +} + +// SetConfiguration sets the Configuration field's value. +func (s *CreateMatchmakingConfigurationOutput) SetConfiguration(v *MatchmakingConfiguration) *CreateMatchmakingConfigurationOutput { + s.Configuration = v + return s +} + +// Represents the input for a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSetInput +type CreateMatchmakingRuleSetInput struct { + _ struct{} `type:"structure"` + + // Unique identifier for a matchmaking rule set. This name is used to identify + // the rule set associated with a matchmaking configuration. + // + // Name is a required field + Name *string `min:"1" type:"string" required:"true"` + + // Collection of matchmaking rules, formatted as a JSON string. (Note that comments + // are not allowed in JSON, but most elements support a description field.) + // + // RuleSetBody is a required field + RuleSetBody *string `min:"1" type:"string" required:"true"` +} + +// String returns the string representation +func (s CreateMatchmakingRuleSetInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s CreateMatchmakingRuleSetInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *CreateMatchmakingRuleSetInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "CreateMatchmakingRuleSetInput"} + if s.Name == nil { + invalidParams.Add(request.NewErrParamRequired("Name")) + } + if s.Name != nil && len(*s.Name) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Name", 1)) + } + if s.RuleSetBody == nil { + invalidParams.Add(request.NewErrParamRequired("RuleSetBody")) + } + if s.RuleSetBody != nil && len(*s.RuleSetBody) < 1 { + invalidParams.Add(request.NewErrParamMinLen("RuleSetBody", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetName sets the Name field's value. +func (s *CreateMatchmakingRuleSetInput) SetName(v string) *CreateMatchmakingRuleSetInput { + s.Name = &v + return s +} + +// SetRuleSetBody sets the RuleSetBody field's value. +func (s *CreateMatchmakingRuleSetInput) SetRuleSetBody(v string) *CreateMatchmakingRuleSetInput { + s.RuleSetBody = &v + return s +} + +// Represents the returned data in response to a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSetOutput +type CreateMatchmakingRuleSetOutput struct { + _ struct{} `type:"structure"` + + // Object that describes the newly created matchmaking rule set. + // + // RuleSet is a required field + RuleSet *MatchmakingRuleSet `type:"structure" required:"true"` +} + +// String returns the string representation +func (s CreateMatchmakingRuleSetOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s CreateMatchmakingRuleSetOutput) GoString() string { return s.String() } -// SetGameSessionQueue sets the GameSessionQueue field's value. -func (s *CreateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) *CreateGameSessionQueueOutput { - s.GameSessionQueue = v +// SetRuleSet sets the RuleSet field's value. +func (s *CreateMatchmakingRuleSetOutput) SetRuleSet(v *MatchmakingRuleSet) *CreateMatchmakingRuleSetOutput { + s.RuleSet = v return s } @@ -7507,8 +9332,8 @@ func (s DeleteFleetOutput) GoString() string { type DeleteGameSessionQueueInput struct { _ struct{} `type:"structure"` - // Descriptive label that is associated with queue. Queue names must be unique - // within each region. + // Descriptive label that is associated with game session queue. Queue names + // must be unique within each region. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` @@ -7561,6 +9386,64 @@ func (s DeleteGameSessionQueueOutput) GoString() string { return s.String() } +// Represents the input for a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfigurationInput +type DeleteMatchmakingConfigurationInput struct { + _ struct{} `type:"structure"` + + // Unique identifier for a matchmaking configuration + // + // Name is a required field + Name *string `min:"1" type:"string" required:"true"` +} + +// String returns the string representation +func (s DeleteMatchmakingConfigurationInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s DeleteMatchmakingConfigurationInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *DeleteMatchmakingConfigurationInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DeleteMatchmakingConfigurationInput"} + if s.Name == nil { + invalidParams.Add(request.NewErrParamRequired("Name")) + } + if s.Name != nil && len(*s.Name) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Name", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetName sets the Name field's value. +func (s *DeleteMatchmakingConfigurationInput) SetName(v string) *DeleteMatchmakingConfigurationInput { + s.Name = &v + return s +} + +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfigurationOutput +type DeleteMatchmakingConfigurationOutput struct { + _ struct{} `type:"structure"` +} + +// String returns the string representation +func (s DeleteMatchmakingConfigurationOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s DeleteMatchmakingConfigurationOutput) GoString() string { + return s.String() +} + // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicyInput type DeleteScalingPolicyInput struct { @@ -7830,32 +9713,253 @@ type DescribeFleetAttributesInput struct { FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. This parameter is ignored when - // the request specifies one or a list of fleet IDs. + // get results as a set of sequential pages. This parameter is ignored when + // the request specifies one or a list of fleet IDs. + Limit *int64 `min:"1" type:"integer"` + + // Token that indicates the start of the next sequential page of results. Use + // the token that is returned with a previous call to this action. To start + // at the beginning of the result set, do not specify a value. This parameter + // is ignored when the request specifies one or a list of fleet IDs. + NextToken *string `min:"1" type:"string"` +} + +// String returns the string representation +func (s DescribeFleetAttributesInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s DescribeFleetAttributesInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *DescribeFleetAttributesInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeFleetAttributesInput"} + if s.FleetIds != nil && len(s.FleetIds) < 1 { + invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) + } + if s.Limit != nil && *s.Limit < 1 { + invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) + } + if s.NextToken != nil && len(*s.NextToken) < 1 { + invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetFleetIds sets the FleetIds field's value. +func (s *DescribeFleetAttributesInput) SetFleetIds(v []*string) *DescribeFleetAttributesInput { + s.FleetIds = v + return s +} + +// SetLimit sets the Limit field's value. +func (s *DescribeFleetAttributesInput) SetLimit(v int64) *DescribeFleetAttributesInput { + s.Limit = &v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *DescribeFleetAttributesInput) SetNextToken(v string) *DescribeFleetAttributesInput { + s.NextToken = &v + return s +} + +// Represents the returned data in response to a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributesOutput +type DescribeFleetAttributesOutput struct { + _ struct{} `type:"structure"` + + // Collection of objects containing attribute metadata for each requested fleet + // ID. + FleetAttributes []*FleetAttributes `type:"list"` + + // Token that indicates where to resume retrieving results on the next call + // to this action. If no token is returned, these results represent the end + // of the list. + NextToken *string `min:"1" type:"string"` +} + +// String returns the string representation +func (s DescribeFleetAttributesOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s DescribeFleetAttributesOutput) GoString() string { + return s.String() +} + +// SetFleetAttributes sets the FleetAttributes field's value. +func (s *DescribeFleetAttributesOutput) SetFleetAttributes(v []*FleetAttributes) *DescribeFleetAttributesOutput { + s.FleetAttributes = v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *DescribeFleetAttributesOutput) SetNextToken(v string) *DescribeFleetAttributesOutput { + s.NextToken = &v + return s +} + +// Represents the input for a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacityInput +type DescribeFleetCapacityInput struct { + _ struct{} `type:"structure"` + + // Unique identifier for a fleet(s) to retrieve capacity information for. To + // request capacity information for all fleets, leave this parameter empty. + FleetIds []*string `min:"1" type:"list"` + + // Maximum number of results to return. Use this parameter with NextToken to + // get results as a set of sequential pages. This parameter is ignored when + // the request specifies one or a list of fleet IDs. + Limit *int64 `min:"1" type:"integer"` + + // Token that indicates the start of the next sequential page of results. Use + // the token that is returned with a previous call to this action. To start + // at the beginning of the result set, do not specify a value. This parameter + // is ignored when the request specifies one or a list of fleet IDs. + NextToken *string `min:"1" type:"string"` +} + +// String returns the string representation +func (s DescribeFleetCapacityInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s DescribeFleetCapacityInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *DescribeFleetCapacityInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeFleetCapacityInput"} + if s.FleetIds != nil && len(s.FleetIds) < 1 { + invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) + } + if s.Limit != nil && *s.Limit < 1 { + invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) + } + if s.NextToken != nil && len(*s.NextToken) < 1 { + invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetFleetIds sets the FleetIds field's value. +func (s *DescribeFleetCapacityInput) SetFleetIds(v []*string) *DescribeFleetCapacityInput { + s.FleetIds = v + return s +} + +// SetLimit sets the Limit field's value. +func (s *DescribeFleetCapacityInput) SetLimit(v int64) *DescribeFleetCapacityInput { + s.Limit = &v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *DescribeFleetCapacityInput) SetNextToken(v string) *DescribeFleetCapacityInput { + s.NextToken = &v + return s +} + +// Represents the returned data in response to a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacityOutput +type DescribeFleetCapacityOutput struct { + _ struct{} `type:"structure"` + + // Collection of objects containing capacity information for each requested + // fleet ID. Leave this parameter empty to retrieve capacity information for + // all fleets. + FleetCapacity []*FleetCapacity `type:"list"` + + // Token that indicates where to resume retrieving results on the next call + // to this action. If no token is returned, these results represent the end + // of the list. + NextToken *string `min:"1" type:"string"` +} + +// String returns the string representation +func (s DescribeFleetCapacityOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s DescribeFleetCapacityOutput) GoString() string { + return s.String() +} + +// SetFleetCapacity sets the FleetCapacity field's value. +func (s *DescribeFleetCapacityOutput) SetFleetCapacity(v []*FleetCapacity) *DescribeFleetCapacityOutput { + s.FleetCapacity = v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *DescribeFleetCapacityOutput) SetNextToken(v string) *DescribeFleetCapacityOutput { + s.NextToken = &v + return s +} + +// Represents the input for a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEventsInput +type DescribeFleetEventsInput struct { + _ struct{} `type:"structure"` + + // Most recent date to retrieve event logs for. If no end time is specified, + // this call returns entries from the specified start time up to the present. + // Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057"). + EndTime *time.Time `type:"timestamp" timestampFormat:"unix"` + + // Unique identifier for a fleet to get event logs for. + // + // FleetId is a required field + FleetId *string `type:"string" required:"true"` + + // Maximum number of results to return. Use this parameter with NextToken to + // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this action. To specify - // the start of the result set, do not specify a value. This parameter is ignored - // when the request specifies one or a list of fleet IDs. + // the token that is returned with a previous call to this action. To start + // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` + + // Earliest date to retrieve event logs for. If no start time is specified, + // this call returns entries starting from when the fleet was created to the + // specified end time. Format is a number expressed in Unix time as milliseconds + // (ex: "1469498468.057"). + StartTime *time.Time `type:"timestamp" timestampFormat:"unix"` } // String returns the string representation -func (s DescribeFleetAttributesInput) String() string { +func (s DescribeFleetEventsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeFleetAttributesInput) GoString() string { +func (s DescribeFleetEventsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. -func (s *DescribeFleetAttributesInput) Validate() error { - invalidParams := request.ErrInvalidParams{Context: "DescribeFleetAttributesInput"} - if s.FleetIds != nil && len(s.FleetIds) < 1 { - invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) +func (s *DescribeFleetEventsInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeFleetEventsInput"} + if s.FleetId == nil { + invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) @@ -7870,32 +9974,43 @@ func (s *DescribeFleetAttributesInput) Validate() error { return nil } -// SetFleetIds sets the FleetIds field's value. -func (s *DescribeFleetAttributesInput) SetFleetIds(v []*string) *DescribeFleetAttributesInput { - s.FleetIds = v +// SetEndTime sets the EndTime field's value. +func (s *DescribeFleetEventsInput) SetEndTime(v time.Time) *DescribeFleetEventsInput { + s.EndTime = &v + return s +} + +// SetFleetId sets the FleetId field's value. +func (s *DescribeFleetEventsInput) SetFleetId(v string) *DescribeFleetEventsInput { + s.FleetId = &v return s } // SetLimit sets the Limit field's value. -func (s *DescribeFleetAttributesInput) SetLimit(v int64) *DescribeFleetAttributesInput { +func (s *DescribeFleetEventsInput) SetLimit(v int64) *DescribeFleetEventsInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. -func (s *DescribeFleetAttributesInput) SetNextToken(v string) *DescribeFleetAttributesInput { +func (s *DescribeFleetEventsInput) SetNextToken(v string) *DescribeFleetEventsInput { s.NextToken = &v return s } +// SetStartTime sets the StartTime field's value. +func (s *DescribeFleetEventsInput) SetStartTime(v time.Time) *DescribeFleetEventsInput { + s.StartTime = &v + return s +} + // Represents the returned data in response to a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributesOutput -type DescribeFleetAttributesOutput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEventsOutput +type DescribeFleetEventsOutput struct { _ struct{} `type:"structure"` - // Collection of objects containing attribute metadata for each requested fleet - // ID. - FleetAttributes []*FleetAttributes `type:"list"` + // Collection of objects containing event log entries for the specified fleet. + Events []*Event `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end @@ -7904,34 +10019,99 @@ type DescribeFleetAttributesOutput struct { } // String returns the string representation -func (s DescribeFleetAttributesOutput) String() string { +func (s DescribeFleetEventsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeFleetAttributesOutput) GoString() string { +func (s DescribeFleetEventsOutput) GoString() string { return s.String() } -// SetFleetAttributes sets the FleetAttributes field's value. -func (s *DescribeFleetAttributesOutput) SetFleetAttributes(v []*FleetAttributes) *DescribeFleetAttributesOutput { - s.FleetAttributes = v +// SetEvents sets the Events field's value. +func (s *DescribeFleetEventsOutput) SetEvents(v []*Event) *DescribeFleetEventsOutput { + s.Events = v return s } // SetNextToken sets the NextToken field's value. -func (s *DescribeFleetAttributesOutput) SetNextToken(v string) *DescribeFleetAttributesOutput { +func (s *DescribeFleetEventsOutput) SetNextToken(v string) *DescribeFleetEventsOutput { s.NextToken = &v return s } // Represents the input for a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacityInput -type DescribeFleetCapacityInput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettingsInput +type DescribeFleetPortSettingsInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet(s) to retrieve capacity information for. To - // request capacity information for all fleets, leave this parameter empty. + // Unique identifier for a fleet to retrieve port settings for. + // + // FleetId is a required field + FleetId *string `type:"string" required:"true"` +} + +// String returns the string representation +func (s DescribeFleetPortSettingsInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s DescribeFleetPortSettingsInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *DescribeFleetPortSettingsInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeFleetPortSettingsInput"} + if s.FleetId == nil { + invalidParams.Add(request.NewErrParamRequired("FleetId")) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetFleetId sets the FleetId field's value. +func (s *DescribeFleetPortSettingsInput) SetFleetId(v string) *DescribeFleetPortSettingsInput { + s.FleetId = &v + return s +} + +// Represents the returned data in response to a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettingsOutput +type DescribeFleetPortSettingsOutput struct { + _ struct{} `type:"structure"` + + // Object that contains port settings for the requested fleet ID. + InboundPermissions []*IpPermission `type:"list"` +} + +// String returns the string representation +func (s DescribeFleetPortSettingsOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s DescribeFleetPortSettingsOutput) GoString() string { + return s.String() +} + +// SetInboundPermissions sets the InboundPermissions field's value. +func (s *DescribeFleetPortSettingsOutput) SetInboundPermissions(v []*IpPermission) *DescribeFleetPortSettingsOutput { + s.InboundPermissions = v + return s +} + +// Represents the input for a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilizationInput +type DescribeFleetUtilizationInput struct { + _ struct{} `type:"structure"` + + // Unique identifier for a fleet(s) to retrieve utilization data for. To request + // utilization data for all fleets, leave this parameter empty. FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. Use this parameter with NextToken to @@ -7940,25 +10120,25 @@ type DescribeFleetCapacityInput struct { Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this action. To specify - // the start of the result set, do not specify a value. This parameter is ignored - // when the request specifies one or a list of fleet IDs. + // the token that is returned with a previous call to this action. To start + // at the beginning of the result set, do not specify a value. This parameter + // is ignored when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` } // String returns the string representation -func (s DescribeFleetCapacityInput) String() string { +func (s DescribeFleetUtilizationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeFleetCapacityInput) GoString() string { +func (s DescribeFleetUtilizationInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. -func (s *DescribeFleetCapacityInput) Validate() error { - invalidParams := request.ErrInvalidParams{Context: "DescribeFleetCapacityInput"} +func (s *DescribeFleetUtilizationInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeFleetUtilizationInput"} if s.FleetIds != nil && len(s.FleetIds) < 1 { invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) } @@ -7976,32 +10156,31 @@ func (s *DescribeFleetCapacityInput) Validate() error { } // SetFleetIds sets the FleetIds field's value. -func (s *DescribeFleetCapacityInput) SetFleetIds(v []*string) *DescribeFleetCapacityInput { +func (s *DescribeFleetUtilizationInput) SetFleetIds(v []*string) *DescribeFleetUtilizationInput { s.FleetIds = v return s } // SetLimit sets the Limit field's value. -func (s *DescribeFleetCapacityInput) SetLimit(v int64) *DescribeFleetCapacityInput { +func (s *DescribeFleetUtilizationInput) SetLimit(v int64) *DescribeFleetUtilizationInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. -func (s *DescribeFleetCapacityInput) SetNextToken(v string) *DescribeFleetCapacityInput { +func (s *DescribeFleetUtilizationInput) SetNextToken(v string) *DescribeFleetUtilizationInput { s.NextToken = &v return s } // Represents the returned data in response to a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacityOutput -type DescribeFleetCapacityOutput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilizationOutput +type DescribeFleetUtilizationOutput struct { _ struct{} `type:"structure"` - // Collection of objects containing capacity information for each requested - // fleet ID. Leave this parameter empty to retrieve capacity information for - // all fleets. - FleetCapacity []*FleetCapacity `type:"list"` + // Collection of objects containing utilization information for each requested + // fleet ID. + FleetUtilization []*FleetUtilization `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end @@ -8010,73 +10189,73 @@ type DescribeFleetCapacityOutput struct { } // String returns the string representation -func (s DescribeFleetCapacityOutput) String() string { +func (s DescribeFleetUtilizationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeFleetCapacityOutput) GoString() string { +func (s DescribeFleetUtilizationOutput) GoString() string { return s.String() } -// SetFleetCapacity sets the FleetCapacity field's value. -func (s *DescribeFleetCapacityOutput) SetFleetCapacity(v []*FleetCapacity) *DescribeFleetCapacityOutput { - s.FleetCapacity = v +// SetFleetUtilization sets the FleetUtilization field's value. +func (s *DescribeFleetUtilizationOutput) SetFleetUtilization(v []*FleetUtilization) *DescribeFleetUtilizationOutput { + s.FleetUtilization = v return s } // SetNextToken sets the NextToken field's value. -func (s *DescribeFleetCapacityOutput) SetNextToken(v string) *DescribeFleetCapacityOutput { +func (s *DescribeFleetUtilizationOutput) SetNextToken(v string) *DescribeFleetUtilizationOutput { s.NextToken = &v return s } // Represents the input for a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEventsInput -type DescribeFleetEventsInput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetailsInput +type DescribeGameSessionDetailsInput struct { _ struct{} `type:"structure"` - // Most recent date to retrieve event logs for. If no end time is specified, - // this call returns entries from the specified start time up to the present. - // Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057"). - EndTime *time.Time `type:"timestamp" timestampFormat:"unix"` + // Unique identifier for an alias associated with the fleet to retrieve all + // game sessions for. + AliasId *string `type:"string"` - // Unique identifier for a fleet to get event logs for. - // - // FleetId is a required field - FleetId *string `type:"string" required:"true"` + // Unique identifier for a fleet to retrieve all game sessions active on the + // fleet. + FleetId *string `type:"string"` + + // Unique identifier for the game session to retrieve. + GameSessionId *string `min:"1" type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this action. To specify - // the start of the result set, do not specify a value. + // the token that is returned with a previous call to this action. To start + // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` - // Earliest date to retrieve event logs for. If no start time is specified, - // this call returns entries starting from when the fleet was created to the - // specified end time. Format is a number expressed in Unix time as milliseconds - // (ex: "1469498468.057"). - StartTime *time.Time `type:"timestamp" timestampFormat:"unix"` + // Game session status to filter results on. Possible game session statuses + // include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are + // transitory). + StatusFilter *string `min:"1" type:"string"` } // String returns the string representation -func (s DescribeFleetEventsInput) String() string { +func (s DescribeGameSessionDetailsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeFleetEventsInput) GoString() string { +func (s DescribeGameSessionDetailsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. -func (s *DescribeFleetEventsInput) Validate() error { - invalidParams := request.ErrInvalidParams{Context: "DescribeFleetEventsInput"} - if s.FleetId == nil { - invalidParams.Add(request.NewErrParamRequired("FleetId")) +func (s *DescribeGameSessionDetailsInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionDetailsInput"} + if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { + invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) @@ -8084,6 +10263,9 @@ func (s *DescribeFleetEventsInput) Validate() error { if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } + if s.StatusFilter != nil && len(*s.StatusFilter) < 1 { + invalidParams.Add(request.NewErrParamMinLen("StatusFilter", 1)) + } if invalidParams.Len() > 0 { return invalidParams @@ -8091,43 +10273,50 @@ func (s *DescribeFleetEventsInput) Validate() error { return nil } -// SetEndTime sets the EndTime field's value. -func (s *DescribeFleetEventsInput) SetEndTime(v time.Time) *DescribeFleetEventsInput { - s.EndTime = &v +// SetAliasId sets the AliasId field's value. +func (s *DescribeGameSessionDetailsInput) SetAliasId(v string) *DescribeGameSessionDetailsInput { + s.AliasId = &v return s } // SetFleetId sets the FleetId field's value. -func (s *DescribeFleetEventsInput) SetFleetId(v string) *DescribeFleetEventsInput { +func (s *DescribeGameSessionDetailsInput) SetFleetId(v string) *DescribeGameSessionDetailsInput { s.FleetId = &v return s } +// SetGameSessionId sets the GameSessionId field's value. +func (s *DescribeGameSessionDetailsInput) SetGameSessionId(v string) *DescribeGameSessionDetailsInput { + s.GameSessionId = &v + return s +} + // SetLimit sets the Limit field's value. -func (s *DescribeFleetEventsInput) SetLimit(v int64) *DescribeFleetEventsInput { +func (s *DescribeGameSessionDetailsInput) SetLimit(v int64) *DescribeGameSessionDetailsInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. -func (s *DescribeFleetEventsInput) SetNextToken(v string) *DescribeFleetEventsInput { +func (s *DescribeGameSessionDetailsInput) SetNextToken(v string) *DescribeGameSessionDetailsInput { s.NextToken = &v return s } -// SetStartTime sets the StartTime field's value. -func (s *DescribeFleetEventsInput) SetStartTime(v time.Time) *DescribeFleetEventsInput { - s.StartTime = &v +// SetStatusFilter sets the StatusFilter field's value. +func (s *DescribeGameSessionDetailsInput) SetStatusFilter(v string) *DescribeGameSessionDetailsInput { + s.StatusFilter = &v return s } // Represents the returned data in response to a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEventsOutput -type DescribeFleetEventsOutput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetailsOutput +type DescribeGameSessionDetailsOutput struct { _ struct{} `type:"structure"` - // Collection of objects containing event log entries for the specified fleet. - Events []*Event `type:"list"` + // Collection of objects containing game session properties and the protection + // policy currently in force for each session matching the request. + GameSessionDetails []*GameSessionDetail `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end @@ -8136,53 +10325,56 @@ type DescribeFleetEventsOutput struct { } // String returns the string representation -func (s DescribeFleetEventsOutput) String() string { +func (s DescribeGameSessionDetailsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeFleetEventsOutput) GoString() string { +func (s DescribeGameSessionDetailsOutput) GoString() string { return s.String() } -// SetEvents sets the Events field's value. -func (s *DescribeFleetEventsOutput) SetEvents(v []*Event) *DescribeFleetEventsOutput { - s.Events = v +// SetGameSessionDetails sets the GameSessionDetails field's value. +func (s *DescribeGameSessionDetailsOutput) SetGameSessionDetails(v []*GameSessionDetail) *DescribeGameSessionDetailsOutput { + s.GameSessionDetails = v return s } // SetNextToken sets the NextToken field's value. -func (s *DescribeFleetEventsOutput) SetNextToken(v string) *DescribeFleetEventsOutput { +func (s *DescribeGameSessionDetailsOutput) SetNextToken(v string) *DescribeGameSessionDetailsOutput { s.NextToken = &v return s } // Represents the input for a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettingsInput -type DescribeFleetPortSettingsInput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacementInput +type DescribeGameSessionPlacementInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet to retrieve port settings for. + // Unique identifier for a game session placement to retrieve. // - // FleetId is a required field - FleetId *string `type:"string" required:"true"` + // PlacementId is a required field + PlacementId *string `min:"1" type:"string" required:"true"` } // String returns the string representation -func (s DescribeFleetPortSettingsInput) String() string { +func (s DescribeGameSessionPlacementInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeFleetPortSettingsInput) GoString() string { +func (s DescribeGameSessionPlacementInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. -func (s *DescribeFleetPortSettingsInput) Validate() error { - invalidParams := request.ErrInvalidParams{Context: "DescribeFleetPortSettingsInput"} - if s.FleetId == nil { - invalidParams.Add(request.NewErrParamRequired("FleetId")) +func (s *DescribeGameSessionPlacementInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionPlacementInput"} + if s.PlacementId == nil { + invalidParams.Add(request.NewErrParamRequired("PlacementId")) + } + if s.PlacementId != nil && len(*s.PlacementId) < 1 { + invalidParams.Add(request.NewErrParamMinLen("PlacementId", 1)) } if invalidParams.Len() > 0 { @@ -8191,74 +10383,69 @@ func (s *DescribeFleetPortSettingsInput) Validate() error { return nil } -// SetFleetId sets the FleetId field's value. -func (s *DescribeFleetPortSettingsInput) SetFleetId(v string) *DescribeFleetPortSettingsInput { - s.FleetId = &v +// SetPlacementId sets the PlacementId field's value. +func (s *DescribeGameSessionPlacementInput) SetPlacementId(v string) *DescribeGameSessionPlacementInput { + s.PlacementId = &v return s } // Represents the returned data in response to a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettingsOutput -type DescribeFleetPortSettingsOutput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacementOutput +type DescribeGameSessionPlacementOutput struct { _ struct{} `type:"structure"` - // Object that contains port settings for the requested fleet ID. - InboundPermissions []*IpPermission `type:"list"` + // Object that describes the requested game session placement. + GameSessionPlacement *GameSessionPlacement `type:"structure"` } // String returns the string representation -func (s DescribeFleetPortSettingsOutput) String() string { +func (s DescribeGameSessionPlacementOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeFleetPortSettingsOutput) GoString() string { +func (s DescribeGameSessionPlacementOutput) GoString() string { return s.String() } -// SetInboundPermissions sets the InboundPermissions field's value. -func (s *DescribeFleetPortSettingsOutput) SetInboundPermissions(v []*IpPermission) *DescribeFleetPortSettingsOutput { - s.InboundPermissions = v +// SetGameSessionPlacement sets the GameSessionPlacement field's value. +func (s *DescribeGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *DescribeGameSessionPlacementOutput { + s.GameSessionPlacement = v return s } // Represents the input for a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilizationInput -type DescribeFleetUtilizationInput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueuesInput +type DescribeGameSessionQueuesInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet(s) to retrieve utilization data for. To request - // utilization data for all fleets, leave this parameter empty. - FleetIds []*string `min:"1" type:"list"` - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. This parameter is ignored when - // the request specifies one or a list of fleet IDs. + // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` + // List of queue names to retrieve information for. To request settings for + // all queues, leave this parameter empty. + Names []*string `type:"list"` + // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this action. To specify - // the start of the result set, do not specify a value. This parameter is ignored - // when the request specifies one or a list of fleet IDs. + // the token that is returned with a previous call to this action. To start + // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } // String returns the string representation -func (s DescribeFleetUtilizationInput) String() string { +func (s DescribeGameSessionQueuesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeFleetUtilizationInput) GoString() string { +func (s DescribeGameSessionQueuesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. -func (s *DescribeFleetUtilizationInput) Validate() error { - invalidParams := request.ErrInvalidParams{Context: "DescribeFleetUtilizationInput"} - if s.FleetIds != nil && len(s.FleetIds) < 1 { - invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) - } +func (s *DescribeGameSessionQueuesInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionQueuesInput"} if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } @@ -8272,32 +10459,31 @@ func (s *DescribeFleetUtilizationInput) Validate() error { return nil } -// SetFleetIds sets the FleetIds field's value. -func (s *DescribeFleetUtilizationInput) SetFleetIds(v []*string) *DescribeFleetUtilizationInput { - s.FleetIds = v +// SetLimit sets the Limit field's value. +func (s *DescribeGameSessionQueuesInput) SetLimit(v int64) *DescribeGameSessionQueuesInput { + s.Limit = &v return s } -// SetLimit sets the Limit field's value. -func (s *DescribeFleetUtilizationInput) SetLimit(v int64) *DescribeFleetUtilizationInput { - s.Limit = &v +// SetNames sets the Names field's value. +func (s *DescribeGameSessionQueuesInput) SetNames(v []*string) *DescribeGameSessionQueuesInput { + s.Names = v return s } // SetNextToken sets the NextToken field's value. -func (s *DescribeFleetUtilizationInput) SetNextToken(v string) *DescribeFleetUtilizationInput { +func (s *DescribeGameSessionQueuesInput) SetNextToken(v string) *DescribeGameSessionQueuesInput { s.NextToken = &v return s } // Represents the returned data in response to a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilizationOutput -type DescribeFleetUtilizationOutput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueuesOutput +type DescribeGameSessionQueuesOutput struct { _ struct{} `type:"structure"` - // Collection of objects containing utilization information for each requested - // fleet ID. - FleetUtilization []*FleetUtilization `type:"list"` + // Collection of objects that describes the requested game session queues. + GameSessionQueues []*GameSessionQueue `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end @@ -8306,41 +10492,41 @@ type DescribeFleetUtilizationOutput struct { } // String returns the string representation -func (s DescribeFleetUtilizationOutput) String() string { +func (s DescribeGameSessionQueuesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeFleetUtilizationOutput) GoString() string { +func (s DescribeGameSessionQueuesOutput) GoString() string { return s.String() } -// SetFleetUtilization sets the FleetUtilization field's value. -func (s *DescribeFleetUtilizationOutput) SetFleetUtilization(v []*FleetUtilization) *DescribeFleetUtilizationOutput { - s.FleetUtilization = v +// SetGameSessionQueues sets the GameSessionQueues field's value. +func (s *DescribeGameSessionQueuesOutput) SetGameSessionQueues(v []*GameSessionQueue) *DescribeGameSessionQueuesOutput { + s.GameSessionQueues = v return s } // SetNextToken sets the NextToken field's value. -func (s *DescribeFleetUtilizationOutput) SetNextToken(v string) *DescribeFleetUtilizationOutput { +func (s *DescribeGameSessionQueuesOutput) SetNextToken(v string) *DescribeGameSessionQueuesOutput { s.NextToken = &v return s } // Represents the input for a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetailsInput -type DescribeGameSessionDetailsInput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionsInput +type DescribeGameSessionsInput struct { _ struct{} `type:"structure"` // Unique identifier for an alias associated with the fleet to retrieve all // game sessions for. AliasId *string `type:"string"` - // Unique identifier for a fleet to retrieve all game sessions active on the - // fleet. + // Unique identifier for a fleet to retrieve all game sessions for. FleetId *string `type:"string"` - // Unique identifier for the game session to retrieve. + // Unique identifier for the game session to retrieve. You can use either a + // GameSessionId or GameSessionArn value. GameSessionId *string `min:"1" type:"string"` // Maximum number of results to return. Use this parameter with NextToken to @@ -8348,29 +10534,29 @@ type DescribeGameSessionDetailsInput struct { Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this action. To specify - // the start of the result set, do not specify a value. + // the token that is returned with a previous call to this action. To start + // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Game session status to filter results on. Possible game session statuses - // include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are + // include ACTIVE, TERMINATED, ACTIVATING, and TERMINATING (the last two are // transitory). StatusFilter *string `min:"1" type:"string"` } // String returns the string representation -func (s DescribeGameSessionDetailsInput) String() string { +func (s DescribeGameSessionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeGameSessionDetailsInput) GoString() string { +func (s DescribeGameSessionsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. -func (s *DescribeGameSessionDetailsInput) Validate() error { - invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionDetailsInput"} +func (s *DescribeGameSessionsInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionsInput"} if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } @@ -8391,49 +10577,49 @@ func (s *DescribeGameSessionDetailsInput) Validate() error { } // SetAliasId sets the AliasId field's value. -func (s *DescribeGameSessionDetailsInput) SetAliasId(v string) *DescribeGameSessionDetailsInput { +func (s *DescribeGameSessionsInput) SetAliasId(v string) *DescribeGameSessionsInput { s.AliasId = &v return s } // SetFleetId sets the FleetId field's value. -func (s *DescribeGameSessionDetailsInput) SetFleetId(v string) *DescribeGameSessionDetailsInput { +func (s *DescribeGameSessionsInput) SetFleetId(v string) *DescribeGameSessionsInput { s.FleetId = &v return s } // SetGameSessionId sets the GameSessionId field's value. -func (s *DescribeGameSessionDetailsInput) SetGameSessionId(v string) *DescribeGameSessionDetailsInput { +func (s *DescribeGameSessionsInput) SetGameSessionId(v string) *DescribeGameSessionsInput { s.GameSessionId = &v return s } // SetLimit sets the Limit field's value. -func (s *DescribeGameSessionDetailsInput) SetLimit(v int64) *DescribeGameSessionDetailsInput { +func (s *DescribeGameSessionsInput) SetLimit(v int64) *DescribeGameSessionsInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. -func (s *DescribeGameSessionDetailsInput) SetNextToken(v string) *DescribeGameSessionDetailsInput { +func (s *DescribeGameSessionsInput) SetNextToken(v string) *DescribeGameSessionsInput { s.NextToken = &v return s } // SetStatusFilter sets the StatusFilter field's value. -func (s *DescribeGameSessionDetailsInput) SetStatusFilter(v string) *DescribeGameSessionDetailsInput { +func (s *DescribeGameSessionsInput) SetStatusFilter(v string) *DescribeGameSessionsInput { s.StatusFilter = &v return s } // Represents the returned data in response to a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetailsOutput -type DescribeGameSessionDetailsOutput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionsOutput +type DescribeGameSessionsOutput struct { _ struct{} `type:"structure"` - // Collection of objects containing game session properties and the protection - // policy currently in force for each session matching the request. - GameSessionDetails []*GameSessionDetail `type:"list"` + // Collection of objects containing game session properties for each session + // matching the request. + GameSessions []*GameSession `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end @@ -8442,56 +10628,72 @@ type DescribeGameSessionDetailsOutput struct { } // String returns the string representation -func (s DescribeGameSessionDetailsOutput) String() string { +func (s DescribeGameSessionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeGameSessionDetailsOutput) GoString() string { +func (s DescribeGameSessionsOutput) GoString() string { return s.String() } -// SetGameSessionDetails sets the GameSessionDetails field's value. -func (s *DescribeGameSessionDetailsOutput) SetGameSessionDetails(v []*GameSessionDetail) *DescribeGameSessionDetailsOutput { - s.GameSessionDetails = v +// SetGameSessions sets the GameSessions field's value. +func (s *DescribeGameSessionsOutput) SetGameSessions(v []*GameSession) *DescribeGameSessionsOutput { + s.GameSessions = v return s } // SetNextToken sets the NextToken field's value. -func (s *DescribeGameSessionDetailsOutput) SetNextToken(v string) *DescribeGameSessionDetailsOutput { +func (s *DescribeGameSessionsOutput) SetNextToken(v string) *DescribeGameSessionsOutput { s.NextToken = &v return s } // Represents the input for a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacementInput -type DescribeGameSessionPlacementInput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstancesInput +type DescribeInstancesInput struct { _ struct{} `type:"structure"` - // Unique identifier for a game session placement to retrieve. + // Unique identifier for a fleet to retrieve instance information for. // - // PlacementId is a required field - PlacementId *string `min:"1" type:"string" required:"true"` + // FleetId is a required field + FleetId *string `type:"string" required:"true"` + + // Unique identifier for an instance to retrieve. Specify an instance ID or + // leave blank to retrieve all instances in the fleet. + InstanceId *string `type:"string"` + + // Maximum number of results to return. Use this parameter with NextToken to + // get results as a set of sequential pages. + Limit *int64 `min:"1" type:"integer"` + + // Token that indicates the start of the next sequential page of results. Use + // the token that is returned with a previous call to this action. To start + // at the beginning of the result set, do not specify a value. + NextToken *string `min:"1" type:"string"` } // String returns the string representation -func (s DescribeGameSessionPlacementInput) String() string { +func (s DescribeInstancesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeGameSessionPlacementInput) GoString() string { +func (s DescribeInstancesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. -func (s *DescribeGameSessionPlacementInput) Validate() error { - invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionPlacementInput"} - if s.PlacementId == nil { - invalidParams.Add(request.NewErrParamRequired("PlacementId")) +func (s *DescribeInstancesInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeInstancesInput"} + if s.FleetId == nil { + invalidParams.Add(request.NewErrParamRequired("FleetId")) } - if s.PlacementId != nil && len(*s.PlacementId) < 1 { - invalidParams.Add(request.NewErrParamMinLen("PlacementId", 1)) + if s.Limit != nil && *s.Limit < 1 { + invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) + } + if s.NextToken != nil && len(*s.NextToken) < 1 { + invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { @@ -8500,75 +10702,111 @@ func (s *DescribeGameSessionPlacementInput) Validate() error { return nil } -// SetPlacementId sets the PlacementId field's value. -func (s *DescribeGameSessionPlacementInput) SetPlacementId(v string) *DescribeGameSessionPlacementInput { - s.PlacementId = &v +// SetFleetId sets the FleetId field's value. +func (s *DescribeInstancesInput) SetFleetId(v string) *DescribeInstancesInput { + s.FleetId = &v + return s +} + +// SetInstanceId sets the InstanceId field's value. +func (s *DescribeInstancesInput) SetInstanceId(v string) *DescribeInstancesInput { + s.InstanceId = &v + return s +} + +// SetLimit sets the Limit field's value. +func (s *DescribeInstancesInput) SetLimit(v int64) *DescribeInstancesInput { + s.Limit = &v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *DescribeInstancesInput) SetNextToken(v string) *DescribeInstancesInput { + s.NextToken = &v return s } // Represents the returned data in response to a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacementOutput -type DescribeGameSessionPlacementOutput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstancesOutput +type DescribeInstancesOutput struct { _ struct{} `type:"structure"` - // Object that describes the requested game session placement. - GameSessionPlacement *GameSessionPlacement `type:"structure"` + // Collection of objects containing properties for each instance returned. + Instances []*Instance `type:"list"` + + // Token that indicates where to resume retrieving results on the next call + // to this action. If no token is returned, these results represent the end + // of the list. + NextToken *string `min:"1" type:"string"` } // String returns the string representation -func (s DescribeGameSessionPlacementOutput) String() string { +func (s DescribeInstancesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeGameSessionPlacementOutput) GoString() string { +func (s DescribeInstancesOutput) GoString() string { return s.String() } -// SetGameSessionPlacement sets the GameSessionPlacement field's value. -func (s *DescribeGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *DescribeGameSessionPlacementOutput { - s.GameSessionPlacement = v +// SetInstances sets the Instances field's value. +func (s *DescribeInstancesOutput) SetInstances(v []*Instance) *DescribeInstancesOutput { + s.Instances = v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *DescribeInstancesOutput) SetNextToken(v string) *DescribeInstancesOutput { + s.NextToken = &v return s } // Represents the input for a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueuesInput -type DescribeGameSessionQueuesInput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurationsInput +type DescribeMatchmakingConfigurationsInput struct { _ struct{} `type:"structure"` // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. + // get results as a set of sequential pages. This parameter is limited to 10. Limit *int64 `min:"1" type:"integer"` - // List of queue names to retrieve information for. To request settings for - // all queues, leave this parameter empty. + // Unique identifier for a matchmaking configuration(s) to retrieve. To request + // all existing configurations, leave this parameter empty. Names []*string `type:"list"` // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this action. To specify - // the start of the result set, do not specify a value. + // the token that is returned with a previous call to this action. To start + // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` + + // Unique identifier for a matchmaking rule set. Use this parameter to retrieve + // all matchmaking configurations that use this rule set. + RuleSetName *string `min:"1" type:"string"` } // String returns the string representation -func (s DescribeGameSessionQueuesInput) String() string { +func (s DescribeMatchmakingConfigurationsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeGameSessionQueuesInput) GoString() string { +func (s DescribeMatchmakingConfigurationsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. -func (s *DescribeGameSessionQueuesInput) Validate() error { - invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionQueuesInput"} +func (s *DescribeMatchmakingConfigurationsInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeMatchmakingConfigurationsInput"} if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } + if s.RuleSetName != nil && len(*s.RuleSetName) < 1 { + invalidParams.Add(request.NewErrParamMinLen("RuleSetName", 1)) + } if invalidParams.Len() > 0 { return invalidParams @@ -8577,30 +10815,36 @@ func (s *DescribeGameSessionQueuesInput) Validate() error { } // SetLimit sets the Limit field's value. -func (s *DescribeGameSessionQueuesInput) SetLimit(v int64) *DescribeGameSessionQueuesInput { +func (s *DescribeMatchmakingConfigurationsInput) SetLimit(v int64) *DescribeMatchmakingConfigurationsInput { s.Limit = &v return s } // SetNames sets the Names field's value. -func (s *DescribeGameSessionQueuesInput) SetNames(v []*string) *DescribeGameSessionQueuesInput { +func (s *DescribeMatchmakingConfigurationsInput) SetNames(v []*string) *DescribeMatchmakingConfigurationsInput { s.Names = v return s } // SetNextToken sets the NextToken field's value. -func (s *DescribeGameSessionQueuesInput) SetNextToken(v string) *DescribeGameSessionQueuesInput { +func (s *DescribeMatchmakingConfigurationsInput) SetNextToken(v string) *DescribeMatchmakingConfigurationsInput { s.NextToken = &v return s } +// SetRuleSetName sets the RuleSetName field's value. +func (s *DescribeMatchmakingConfigurationsInput) SetRuleSetName(v string) *DescribeMatchmakingConfigurationsInput { + s.RuleSetName = &v + return s +} + // Represents the returned data in response to a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueuesOutput -type DescribeGameSessionQueuesOutput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurationsOutput +type DescribeMatchmakingConfigurationsOutput struct { _ struct{} `type:"structure"` - // Collection of objects that describes the requested game session queues. - GameSessionQueues []*GameSessionQueue `type:"list"` + // Collection of requested matchmaking configuration objects. + Configurations []*MatchmakingConfiguration `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end @@ -8609,82 +10853,54 @@ type DescribeGameSessionQueuesOutput struct { } // String returns the string representation -func (s DescribeGameSessionQueuesOutput) String() string { +func (s DescribeMatchmakingConfigurationsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeGameSessionQueuesOutput) GoString() string { +func (s DescribeMatchmakingConfigurationsOutput) GoString() string { return s.String() } -// SetGameSessionQueues sets the GameSessionQueues field's value. -func (s *DescribeGameSessionQueuesOutput) SetGameSessionQueues(v []*GameSessionQueue) *DescribeGameSessionQueuesOutput { - s.GameSessionQueues = v +// SetConfigurations sets the Configurations field's value. +func (s *DescribeMatchmakingConfigurationsOutput) SetConfigurations(v []*MatchmakingConfiguration) *DescribeMatchmakingConfigurationsOutput { + s.Configurations = v return s } // SetNextToken sets the NextToken field's value. -func (s *DescribeGameSessionQueuesOutput) SetNextToken(v string) *DescribeGameSessionQueuesOutput { +func (s *DescribeMatchmakingConfigurationsOutput) SetNextToken(v string) *DescribeMatchmakingConfigurationsOutput { s.NextToken = &v return s } // Represents the input for a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionsInput -type DescribeGameSessionsInput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingInput +type DescribeMatchmakingInput struct { _ struct{} `type:"structure"` - // Unique identifier for an alias associated with the fleet to retrieve all - // game sessions for. - AliasId *string `type:"string"` - - // Unique identifier for a fleet to retrieve all game sessions for. - FleetId *string `type:"string"` - - // Unique identifier for the game session to retrieve. You can use either a - // GameSessionId or GameSessionArn value. - GameSessionId *string `min:"1" type:"string"` - - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. - Limit *int64 `min:"1" type:"integer"` - - // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this action. To specify - // the start of the result set, do not specify a value. - NextToken *string `min:"1" type:"string"` - - // Game session status to filter results on. Possible game session statuses - // include ACTIVE, TERMINATED, ACTIVATING, and TERMINATING (the last two are - // transitory). - StatusFilter *string `min:"1" type:"string"` + // Unique identifier for a matchmaking ticket. To request all existing tickets, + // leave this parameter empty. + // + // TicketIds is a required field + TicketIds []*string `type:"list" required:"true"` } // String returns the string representation -func (s DescribeGameSessionsInput) String() string { +func (s DescribeMatchmakingInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeGameSessionsInput) GoString() string { +func (s DescribeMatchmakingInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. -func (s *DescribeGameSessionsInput) Validate() error { - invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionsInput"} - if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { - invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) - } - if s.Limit != nil && *s.Limit < 1 { - invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) - } - if s.NextToken != nil && len(*s.NextToken) < 1 { - invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) - } - if s.StatusFilter != nil && len(*s.StatusFilter) < 1 { - invalidParams.Add(request.NewErrParamMinLen("StatusFilter", 1)) +func (s *DescribeMatchmakingInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeMatchmakingInput"} + if s.TicketIds == nil { + invalidParams.Add(request.NewErrParamRequired("TicketIds")) } if invalidParams.Len() > 0 { @@ -8693,122 +10909,75 @@ func (s *DescribeGameSessionsInput) Validate() error { return nil } -// SetAliasId sets the AliasId field's value. -func (s *DescribeGameSessionsInput) SetAliasId(v string) *DescribeGameSessionsInput { - s.AliasId = &v - return s -} - -// SetFleetId sets the FleetId field's value. -func (s *DescribeGameSessionsInput) SetFleetId(v string) *DescribeGameSessionsInput { - s.FleetId = &v - return s -} - -// SetGameSessionId sets the GameSessionId field's value. -func (s *DescribeGameSessionsInput) SetGameSessionId(v string) *DescribeGameSessionsInput { - s.GameSessionId = &v - return s -} - -// SetLimit sets the Limit field's value. -func (s *DescribeGameSessionsInput) SetLimit(v int64) *DescribeGameSessionsInput { - s.Limit = &v - return s -} - -// SetNextToken sets the NextToken field's value. -func (s *DescribeGameSessionsInput) SetNextToken(v string) *DescribeGameSessionsInput { - s.NextToken = &v - return s -} - -// SetStatusFilter sets the StatusFilter field's value. -func (s *DescribeGameSessionsInput) SetStatusFilter(v string) *DescribeGameSessionsInput { - s.StatusFilter = &v +// SetTicketIds sets the TicketIds field's value. +func (s *DescribeMatchmakingInput) SetTicketIds(v []*string) *DescribeMatchmakingInput { + s.TicketIds = v return s } // Represents the returned data in response to a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionsOutput -type DescribeGameSessionsOutput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingOutput +type DescribeMatchmakingOutput struct { _ struct{} `type:"structure"` - // Collection of objects containing game session properties for each session - // matching the request. - GameSessions []*GameSession `type:"list"` - - // Token that indicates where to resume retrieving results on the next call - // to this action. If no token is returned, these results represent the end - // of the list. - NextToken *string `min:"1" type:"string"` + // Collection of existing matchmaking ticket objects matching the request. + TicketList []*MatchmakingTicket `type:"list"` } // String returns the string representation -func (s DescribeGameSessionsOutput) String() string { +func (s DescribeMatchmakingOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeGameSessionsOutput) GoString() string { +func (s DescribeMatchmakingOutput) GoString() string { return s.String() } -// SetGameSessions sets the GameSessions field's value. -func (s *DescribeGameSessionsOutput) SetGameSessions(v []*GameSession) *DescribeGameSessionsOutput { - s.GameSessions = v - return s -} - -// SetNextToken sets the NextToken field's value. -func (s *DescribeGameSessionsOutput) SetNextToken(v string) *DescribeGameSessionsOutput { - s.NextToken = &v +// SetTicketList sets the TicketList field's value. +func (s *DescribeMatchmakingOutput) SetTicketList(v []*MatchmakingTicket) *DescribeMatchmakingOutput { + s.TicketList = v return s } // Represents the input for a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstancesInput -type DescribeInstancesInput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSetsInput +type DescribeMatchmakingRuleSetsInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet to retrieve instance information for. - // - // FleetId is a required field - FleetId *string `type:"string" required:"true"` - - // Unique identifier for an instance to retrieve. Specify an instance ID or - // leave blank to retrieve all instances in the fleet. - InstanceId *string `type:"string"` - // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` + // Unique identifier for a matchmaking rule set. This name is used to identify + // the rule set associated with a matchmaking configuration. + Names []*string `min:"1" type:"list"` + // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this action. To specify - // the start of the result set, do not specify a value. + // the token that is returned with a previous call to this action. To start + // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } // String returns the string representation -func (s DescribeInstancesInput) String() string { +func (s DescribeMatchmakingRuleSetsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeInstancesInput) GoString() string { +func (s DescribeMatchmakingRuleSetsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. -func (s *DescribeInstancesInput) Validate() error { - invalidParams := request.ErrInvalidParams{Context: "DescribeInstancesInput"} - if s.FleetId == nil { - invalidParams.Add(request.NewErrParamRequired("FleetId")) - } +func (s *DescribeMatchmakingRuleSetsInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeMatchmakingRuleSetsInput"} if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } + if s.Names != nil && len(s.Names) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Names", 1)) + } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } @@ -8819,63 +10988,59 @@ func (s *DescribeInstancesInput) Validate() error { return nil } -// SetFleetId sets the FleetId field's value. -func (s *DescribeInstancesInput) SetFleetId(v string) *DescribeInstancesInput { - s.FleetId = &v - return s -} - -// SetInstanceId sets the InstanceId field's value. -func (s *DescribeInstancesInput) SetInstanceId(v string) *DescribeInstancesInput { - s.InstanceId = &v +// SetLimit sets the Limit field's value. +func (s *DescribeMatchmakingRuleSetsInput) SetLimit(v int64) *DescribeMatchmakingRuleSetsInput { + s.Limit = &v return s } -// SetLimit sets the Limit field's value. -func (s *DescribeInstancesInput) SetLimit(v int64) *DescribeInstancesInput { - s.Limit = &v +// SetNames sets the Names field's value. +func (s *DescribeMatchmakingRuleSetsInput) SetNames(v []*string) *DescribeMatchmakingRuleSetsInput { + s.Names = v return s } // SetNextToken sets the NextToken field's value. -func (s *DescribeInstancesInput) SetNextToken(v string) *DescribeInstancesInput { +func (s *DescribeMatchmakingRuleSetsInput) SetNextToken(v string) *DescribeMatchmakingRuleSetsInput { s.NextToken = &v return s } // Represents the returned data in response to a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstancesOutput -type DescribeInstancesOutput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSetsOutput +type DescribeMatchmakingRuleSetsOutput struct { _ struct{} `type:"structure"` - // Collection of objects containing properties for each instance returned. - Instances []*Instance `type:"list"` - // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` + + // Collection of requested matchmaking rule set objects. + // + // RuleSets is a required field + RuleSets []*MatchmakingRuleSet `type:"list" required:"true"` } // String returns the string representation -func (s DescribeInstancesOutput) String() string { +func (s DescribeMatchmakingRuleSetsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeInstancesOutput) GoString() string { +func (s DescribeMatchmakingRuleSetsOutput) GoString() string { return s.String() } -// SetInstances sets the Instances field's value. -func (s *DescribeInstancesOutput) SetInstances(v []*Instance) *DescribeInstancesOutput { - s.Instances = v +// SetNextToken sets the NextToken field's value. +func (s *DescribeMatchmakingRuleSetsOutput) SetNextToken(v string) *DescribeMatchmakingRuleSetsOutput { + s.NextToken = &v return s } -// SetNextToken sets the NextToken field's value. -func (s *DescribeInstancesOutput) SetNextToken(v string) *DescribeInstancesOutput { - s.NextToken = &v +// SetRuleSets sets the RuleSets field's value. +func (s *DescribeMatchmakingRuleSetsOutput) SetRuleSets(v []*MatchmakingRuleSet) *DescribeMatchmakingRuleSetsOutput { + s.RuleSets = v return s } @@ -8893,8 +11058,8 @@ type DescribePlayerSessionsInput struct { Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this action. To specify - // the start of the result set, do not specify a value. If a player session + // the token that is returned with a previous call to this action. To start + // at the beginning of the result set, do not specify a value. If a player session // ID is specified, this parameter is ignored. NextToken *string `min:"1" type:"string"` @@ -9110,8 +11275,8 @@ type DescribeScalingPoliciesInput struct { Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this action. To specify - // the start of the result set, do not specify a value. + // the token that is returned with a previous call to this action. To start + // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Scaling policy status to filter results on. A scaling policy is only in force @@ -9482,37 +11647,35 @@ type Event struct { // 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). + // the logs by using the URL in PreSignedLogUrl. // // FLEET_CREATION_RUNNING_INSTALLER – The game server build files were successfully // extracted, and the Amazon 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 sucessfully. Access the logs - // by using the URL in PreSignedLogUrl). + // 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 Amazon GameLift is now verifying that the game server launch path(s), + // and the Amazon GameLift is now verifying that the game server launch paths, // which are specified in the fleet's run-time 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 run-time configuration and indicate whether each - // is found. Access the logs by using the URL in PreSignedLogUrl). Once the - // game server is launched, failures and crashes are logged; these logs can - // be downloaded from the Amazon GameLift console. + // is found. Access the logs by using the URL in PreSignedLogUrl. // // FLEET_STATE_VALIDATING – Fleet status changed from DOWNLOADING to VALIDATING. // - // FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND – Validation of the run-time validation + // FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND – Validation of the run-time configuration // failed because the executable specified in a launch path does not exist // on the instance. // // FLEET_STATE_BUILDING – Fleet status changed from VALIDATING to BUILDING. // - // FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE – Validation of the runtime validation - // failed because the executable specified in a launch path failed to run - // on the fleet instance. + // FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE – Validation of the run-time + // configuration failed because the executable specified in a launch path + // failed to run on the fleet instance. // // FLEET_STATE_ACTIVATING – Fleet status changed from BUILDING to ACTIVATING. // @@ -9550,9 +11713,9 @@ type Event struct { // Additional information related to the event. Message *string `min:"1" type:"string"` - // Location of stored logs with additional detail related to the event, useful - // for debugging issues. The URL is valid for 15 minutes. Fleet creation logs - // can also be accessed through the Amazon GameLift console. + // 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 `min:"1" type:"string"` // Unique identifier for an event resource, such as a fleet ID. @@ -10049,20 +12212,23 @@ func (s *FleetUtilization) SetMaximumPlayerSessionCount(v int64) *FleetUtilizati return s } -// Set of key-value pairs containing information a server process requires to -// set up a game session. This object allows you to pass in any set of data -// needed for your game. For more information, see the Amazon GameLift Developer -// Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/). +// Set of key-value pairs that contain information about a game session. When +// included in a game session request, these properties communicate details +// to be used when setting up the new game session, such as to specify a game +// mode, level, or map. Game properties are passed to the game server process +// when initiating a new game session; the server process uses the properties +// as appropriate. For more information, see the Amazon GameLift Developer +// Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-create). // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameProperty type GameProperty struct { _ struct{} `type:"structure"` - // TBD + // Game property identifier. // // Key is a required field Key *string `type:"string" required:"true"` - // TBD + // Game property value. // // Value is a required field Value *string `type:"string" required:"true"` @@ -10108,6 +12274,13 @@ func (s *GameProperty) SetValue(v string) *GameProperty { // 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. +// +// Once the session ends, the game session object is retained for 30 days. This +// means you can reuse idempotency token values after this time. Game session +// logs are retained for 14 days. +// // Game-session-related operations include: // // * CreateGameSession @@ -10148,10 +12321,18 @@ type GameSession struct { // Unique identifier for a fleet the game session is running on. FleetId *string `type:"string"` - // Set of developer-defined properties for a game session. These properties - // are passed to the server process hosting the game session. + // Set of developer-defined properties for a game session, formatted as a set + // of type:value pairs. These properties are included in the GameSession object, + // which is passed to the game server with a request to start a new game session + // (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameProperties []*GameProperty `type:"list"` + // Set of developer-defined game session properties, formatted as a single string + // value. This data is included in the GameSession object, which is passed to + // the game server with a request to start a new game session (see Start a Game + // Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). + GameSessionData *string `min:"1" type:"string"` + // Unique identifier for the game session. A game session ID has the following // format: arn:aws:gamelift:::gamesession//. @@ -10225,6 +12406,12 @@ func (s *GameSession) SetGameProperties(v []*GameProperty) *GameSession { return s } +// SetGameSessionData sets the GameSessionData field's value. +func (s *GameSession) SetGameSessionData(v string) *GameSession { + s.GameSessionData = &v + return s +} + // SetGameSessionId sets the GameSessionId field's value. func (s *GameSession) SetGameSessionId(v string) *GameSession { s.GameSessionId = &v @@ -10273,6 +12460,67 @@ func (s *GameSession) SetTerminationTime(v time.Time) *GameSession { return s } +// Connection information for the new game session that is created with matchmaking. +// (with StartMatchmaking). Once a match is set, the FlexMatch engine places +// the match and 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 MatchmakingTicket, which can be retrieved +// by calling DescribeMatchmaking. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionConnectionInfo +type GameSessionConnectionInfo struct { + _ struct{} `type:"structure"` + + // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) + // that is assigned to a game session and uniquely identifies it. + GameSessionArn *string `min:"1" type:"string"` + + // 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 `type:"string"` + + // Collection of player session IDs, one for each player ID that was included + // in the original matchmaking request. + MatchedPlayerSessions []*MatchedPlayerSession `type:"list"` + + // 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 *int64 `min:"1" type:"integer"` +} + +// String returns the string representation +func (s GameSessionConnectionInfo) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s GameSessionConnectionInfo) GoString() string { + return s.String() +} + +// SetGameSessionArn sets the GameSessionArn field's value. +func (s *GameSessionConnectionInfo) SetGameSessionArn(v string) *GameSessionConnectionInfo { + s.GameSessionArn = &v + return s +} + +// SetIpAddress sets the IpAddress field's value. +func (s *GameSessionConnectionInfo) SetIpAddress(v string) *GameSessionConnectionInfo { + s.IpAddress = &v + return s +} + +// SetMatchedPlayerSessions sets the MatchedPlayerSessions field's value. +func (s *GameSessionConnectionInfo) SetMatchedPlayerSessions(v []*MatchedPlayerSession) *GameSessionConnectionInfo { + s.MatchedPlayerSessions = v + return s +} + +// SetPort sets the Port field's value. +func (s *GameSessionConnectionInfo) SetPort(v int64) *GameSessionConnectionInfo { + s.Port = &v + return s +} + // A game session's properties plus the protection policy currently in force. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionDetail type GameSessionDetail struct { @@ -10332,36 +12580,44 @@ type GameSessionPlacement struct { // out. EndTime *time.Time `type:"timestamp" timestampFormat:"unix"` - // Set of developer-defined properties for a game session. These properties - // are passed to the server process hosting the game session. + // Set of developer-defined properties for a game session, formatted as a set + // of type:value pairs. These properties are included in the GameSession object, + // which is passed to the game server with a request to start a new game session + // (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameProperties []*GameProperty `type:"list"` // Identifier for the game session created by this placement request. This value - // is set once the new game session is placed (placement status is Fulfilled). + // is set once the new game session is placed (placement status is FULFILLED). // This identifier is unique across all regions. You can use this value as a // GameSessionId value as needed. GameSessionArn *string `min:"1" type:"string"` + // Set of developer-defined game session properties, formatted as a single string + // value. This data is included in the GameSession object, which is passed to + // the game server with a request to start a new game session (see Start a Game + // Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). + GameSessionData *string `min:"1" type:"string"` + // Unique identifier for the game session. This value is set once the new game - // session is placed (placement status is Fulfilled). + // session is placed (placement status is FULFILLED). GameSessionId *string `min:"1" type:"string"` // Descriptive label that is associated with a game session. Session names do // not need to be unique. GameSessionName *string `min:"1" type:"string"` - // Descriptive label that is associated with queue. Queue names must be unique - // within each region. + // Descriptive label that is associated with game session queue. Queue names + // must be unique within each region. GameSessionQueueName *string `min:"1" type:"string"` // Name of the region where the game session created by this placement request // is running. This value is set once the new game session is placed (placement - // status is Fulfilled). + // status is FULFILLED). GameSessionRegion *string `min:"1" type:"string"` // 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 is set once - // the new game session is placed (placement status is Fulfilled). + // the new game session is placed (placement status is FULFILLED). IpAddress *string `type:"string"` // Maximum number of players that can be connected simultaneously to the game @@ -10370,7 +12626,7 @@ type GameSessionPlacement struct { // Collection of information on player sessions created in response to the game // session placement request. These player sessions are created only once a - // new game session is successfully placed (placement status is Fulfilled). + // new game session is successfully placed (placement status is FULFILLED). // This information includes the player ID (as provided in the placement request) // and the corresponding player session ID. Retrieve full player sessions by // calling DescribePlayerSessions with the player session ID. @@ -10380,12 +12636,12 @@ type GameSessionPlacement struct { PlacementId *string `min:"1" type:"string"` // Set of values, expressed in milliseconds, indicating the amount of latency - // that players are experiencing when connected to AWS regions. + // that a player experiences when connected to AWS regions. PlayerLatencies []*PlayerLatency `type:"list"` // 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 is set once - // the new game session is placed (placement status is Fulfilled). + // the new game session is placed (placement status is FULFILLED). Port *int64 `min:"1" type:"integer"` // Time stamp indicating when this request was placed in the queue. Format is @@ -10436,6 +12692,12 @@ func (s *GameSessionPlacement) SetGameSessionArn(v string) *GameSessionPlacement return s } +// SetGameSessionData sets the GameSessionData field's value. +func (s *GameSessionPlacement) SetGameSessionData(v string) *GameSessionPlacement { + s.GameSessionData = &v + return s +} + // SetGameSessionId sets the GameSessionId field's value. func (s *GameSessionPlacement) SetGameSessionId(v string) *GameSessionPlacement { s.GameSessionId = &v @@ -10504,22 +12766,12 @@ func (s *GameSessionPlacement) SetStartTime(v time.Time) *GameSessionPlacement { // SetStatus sets the Status field's value. func (s *GameSessionPlacement) SetStatus(v string) *GameSessionPlacement { - s.Status = &v - return s -} - -// Configuration of a queue that is used to process game session placement requests. -// The queue configuration identifies several game features: -// -// Queue-related operations include: -// -// * CreateGameSessionQueue -// -// * DescribeGameSessionQueues -// -// * UpdateGameSessionQueue -// -// * DeleteGameSessionQueue + s.Status = &v + return s +} + +// Configuration of a queue that is used to process game session placement requests. +// The queue configuration identifies several game features: // // * The destinations where a new game session can potentially be hosted. // Amazon GameLift tries these destinations in an order based on either the @@ -10535,7 +12787,7 @@ func (s *GameSessionPlacement) SetStatus(v string) *GameSessionPlacement { // high latencies, preventing game sessions from being placed where any individual // player is reporting latency higher than a policy's maximum. // -// Queue-related operations include the following: +// Queue-related operations include: // // * CreateGameSessionQueue // @@ -10558,8 +12810,8 @@ type GameSessionQueue struct { // is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. GameSessionQueueArn *string `min:"1" type:"string"` - // Descriptive label that is associated with queue. Queue names must be unique - // within each region. + // Descriptive label that is associated with game session queue. Queue names + // must be unique within each region. Name *string `min:"1" type:"string"` // Collection of latency policies to apply when processing game sessions placement @@ -10823,7 +13075,7 @@ func (s *GetInstanceAccessOutput) SetInstanceAccess(v *InstanceAccess) *GetInsta } // Properties that describe an instance of a virtual computing resource that -// hosts one or more game servers. A fleet contains zero or more instances. +// hosts one or more game servers. A fleet may contain zero or more instances. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Instance type Instance struct { _ struct{} `type:"structure"` @@ -11124,8 +13376,8 @@ type ListAliasesInput struct { Name *string `min:"1" type:"string"` // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this action. To specify - // the start of the result set, do not specify a value. + // the token that is returned with a previous call to this action. To start + // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Type of routing to filter results on. Use this parameter to retrieve only @@ -11242,8 +13494,8 @@ type ListBuildsInput struct { Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this action. To specify - // the start of the result set, do not specify a value. + // the token that is returned with a previous call to this action. To start + // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Build status to filter results by. To retrieve all builds, leave this parameter @@ -11289,159 +13541,562 @@ func (s *ListBuildsInput) Validate() error { return nil } -// SetLimit sets the Limit field's value. -func (s *ListBuildsInput) SetLimit(v int64) *ListBuildsInput { - s.Limit = &v +// SetLimit sets the Limit field's value. +func (s *ListBuildsInput) SetLimit(v int64) *ListBuildsInput { + s.Limit = &v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *ListBuildsInput) SetNextToken(v string) *ListBuildsInput { + s.NextToken = &v + return s +} + +// SetStatus sets the Status field's value. +func (s *ListBuildsInput) SetStatus(v string) *ListBuildsInput { + s.Status = &v + return s +} + +// Represents the returned data in response to a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuildsOutput +type ListBuildsOutput struct { + _ struct{} `type:"structure"` + + // Collection of build records that match the request. + Builds []*Build `type:"list"` + + // Token that indicates where to resume retrieving results on the next call + // to this action. If no token is returned, these results represent the end + // of the list. + NextToken *string `min:"1" type:"string"` +} + +// String returns the string representation +func (s ListBuildsOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s ListBuildsOutput) GoString() string { + return s.String() +} + +// SetBuilds sets the Builds field's value. +func (s *ListBuildsOutput) SetBuilds(v []*Build) *ListBuildsOutput { + s.Builds = v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *ListBuildsOutput) SetNextToken(v string) *ListBuildsOutput { + s.NextToken = &v + return s +} + +// Represents the input for a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleetsInput +type ListFleetsInput struct { + _ struct{} `type:"structure"` + + // Unique identifier for a build to return fleets for. Use this parameter to + // return only fleets using the specified build. To retrieve all fleets, leave + // this parameter empty. + BuildId *string `type:"string"` + + // Maximum number of results to return. Use this parameter with NextToken to + // get results as a set of sequential pages. + Limit *int64 `min:"1" type:"integer"` + + // Token that indicates the start of the next sequential page of results. Use + // the token that is returned with a previous call to this action. To start + // at the beginning of the result set, do not specify a value. + NextToken *string `min:"1" type:"string"` +} + +// String returns the string representation +func (s ListFleetsInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s ListFleetsInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *ListFleetsInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "ListFleetsInput"} + if s.Limit != nil && *s.Limit < 1 { + invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) + } + if s.NextToken != nil && len(*s.NextToken) < 1 { + invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetBuildId sets the BuildId field's value. +func (s *ListFleetsInput) SetBuildId(v string) *ListFleetsInput { + s.BuildId = &v + return s +} + +// SetLimit sets the Limit field's value. +func (s *ListFleetsInput) SetLimit(v int64) *ListFleetsInput { + s.Limit = &v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *ListFleetsInput) SetNextToken(v string) *ListFleetsInput { + s.NextToken = &v + return s +} + +// Represents the returned data in response to a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleetsOutput +type ListFleetsOutput struct { + _ struct{} `type:"structure"` + + // Set of fleet IDs matching the list request. You can retrieve additional information + // about all returned fleets by passing this result set to a call to DescribeFleetAttributes, + // DescribeFleetCapacity, or DescribeFleetUtilization. + FleetIds []*string `min:"1" type:"list"` + + // Token that indicates where to resume retrieving results on the next call + // to this action. If no token is returned, these results represent the end + // of the list. + NextToken *string `min:"1" type:"string"` +} + +// String returns the string representation +func (s ListFleetsOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s ListFleetsOutput) GoString() string { + return s.String() +} + +// SetFleetIds sets the FleetIds field's value. +func (s *ListFleetsOutput) SetFleetIds(v []*string) *ListFleetsOutput { + s.FleetIds = v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *ListFleetsOutput) SetNextToken(v string) *ListFleetsOutput { + s.NextToken = &v + return s +} + +// New player session 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. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchedPlayerSession +type MatchedPlayerSession struct { + _ struct{} `type:"structure"` + + // Unique identifier for a player + PlayerId *string `min:"1" type:"string"` + + // Unique identifier for a player session + PlayerSessionId *string `type:"string"` +} + +// String returns the string representation +func (s MatchedPlayerSession) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s MatchedPlayerSession) GoString() string { + return s.String() +} + +// SetPlayerId sets the PlayerId field's value. +func (s *MatchedPlayerSession) SetPlayerId(v string) *MatchedPlayerSession { + s.PlayerId = &v + return s +} + +// SetPlayerSessionId sets the PlayerSessionId field's value. +func (s *MatchedPlayerSession) SetPlayerSessionId(v string) *MatchedPlayerSession { + s.PlayerSessionId = &v + return s +} + +// Guidelines for use with FlexMatch to match players into games. All matchmaking +// requests must specify a matchmaking configuration. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchmakingConfiguration +type MatchmakingConfiguration struct { + _ struct{} `type:"structure"` + + // Flag that determines whether or not a match that was created with this configuration + // must be accepted by the matched players. To require acceptance, set to TRUE. + AcceptanceRequired *bool `type:"boolean"` + + // Length of time (in seconds) to wait for players to accept a proposed match. + // If any player rejects the match or fails to accept before the timeout, the + // ticket continues to look for an acceptable match. + AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` + + // 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 12-person + // team, and the additional player count is set to 2, only 10 players are selected + // for the match. + AdditionalPlayerCount *int64 `type:"integer"` + + // 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 `type:"timestamp" timestampFormat:"unix"` + + // Information to attached to all events related to the matchmaking configuration. + CustomEventData *string `min:"1" type:"string"` + + // Descriptive label that is associated with matchmaking configuration. + Description *string `min:"1" type:"string"` + + // Set of developer-defined properties for a game session, formatted as a set + // of type:value pairs. These properties are included in the GameSession object, + // which is passed to the game server with a request to start a new game session + // (see Start a Game Session (http://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. + GameProperties []*GameProperty `type:"list"` + + // Set of developer-defined game session properties, formatted as a single string + // value. This data is included in the GameSession object, which is passed to + // the game server with a request to start a new game session (see Start a Game + // Session (http://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. + GameSessionData *string `min:"1" type:"string"` + + // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) + // that is assigned to a game session queue and uniquely identifies it. Format + // is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. + // These queues are used when placing game sessions for matches that are created + // with this matchmaking configuration. Queues can be located in any region. + GameSessionQueueArns []*string `type:"list"` + + // Unique identifier for a matchmaking configuration. This name is used to identify + // the configuration associated with a matchmaking request or ticket. + Name *string `min:"1" type:"string"` + + // SNS topic ARN that is set up to receive matchmaking notifications. + NotificationTarget *string `min:"1" type:"string"` + + // Maximum duration, in seconds, that a matchmaking ticket can remain in process + // before timing out. Requests that time out can be resubmitted as needed. + RequestTimeoutSeconds *int64 `min:"1" type:"integer"` + + // Unique identifier for a 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 `min:"1" type:"string"` +} + +// String returns the string representation +func (s MatchmakingConfiguration) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s MatchmakingConfiguration) GoString() string { + return s.String() +} + +// SetAcceptanceRequired sets the AcceptanceRequired field's value. +func (s *MatchmakingConfiguration) SetAcceptanceRequired(v bool) *MatchmakingConfiguration { + s.AcceptanceRequired = &v + return s +} + +// SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value. +func (s *MatchmakingConfiguration) SetAcceptanceTimeoutSeconds(v int64) *MatchmakingConfiguration { + s.AcceptanceTimeoutSeconds = &v + return s +} + +// SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value. +func (s *MatchmakingConfiguration) SetAdditionalPlayerCount(v int64) *MatchmakingConfiguration { + s.AdditionalPlayerCount = &v + return s +} + +// SetCreationTime sets the CreationTime field's value. +func (s *MatchmakingConfiguration) SetCreationTime(v time.Time) *MatchmakingConfiguration { + s.CreationTime = &v + return s +} + +// SetCustomEventData sets the CustomEventData field's value. +func (s *MatchmakingConfiguration) SetCustomEventData(v string) *MatchmakingConfiguration { + s.CustomEventData = &v + return s +} + +// SetDescription sets the Description field's value. +func (s *MatchmakingConfiguration) SetDescription(v string) *MatchmakingConfiguration { + s.Description = &v + return s +} + +// SetGameProperties sets the GameProperties field's value. +func (s *MatchmakingConfiguration) SetGameProperties(v []*GameProperty) *MatchmakingConfiguration { + s.GameProperties = v + return s +} + +// SetGameSessionData sets the GameSessionData field's value. +func (s *MatchmakingConfiguration) SetGameSessionData(v string) *MatchmakingConfiguration { + s.GameSessionData = &v + return s +} + +// SetGameSessionQueueArns sets the GameSessionQueueArns field's value. +func (s *MatchmakingConfiguration) SetGameSessionQueueArns(v []*string) *MatchmakingConfiguration { + s.GameSessionQueueArns = v + return s +} + +// SetName sets the Name field's value. +func (s *MatchmakingConfiguration) SetName(v string) *MatchmakingConfiguration { + s.Name = &v + return s +} + +// SetNotificationTarget sets the NotificationTarget field's value. +func (s *MatchmakingConfiguration) SetNotificationTarget(v string) *MatchmakingConfiguration { + s.NotificationTarget = &v return s } -// SetNextToken sets the NextToken field's value. -func (s *ListBuildsInput) SetNextToken(v string) *ListBuildsInput { - s.NextToken = &v +// SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value. +func (s *MatchmakingConfiguration) SetRequestTimeoutSeconds(v int64) *MatchmakingConfiguration { + s.RequestTimeoutSeconds = &v return s } -// SetStatus sets the Status field's value. -func (s *ListBuildsInput) SetStatus(v string) *ListBuildsInput { - s.Status = &v +// SetRuleSetName sets the RuleSetName field's value. +func (s *MatchmakingConfiguration) SetRuleSetName(v string) *MatchmakingConfiguration { + s.RuleSetName = &v return s } -// Represents the returned data in response to a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuildsOutput -type ListBuildsOutput struct { +// Set of rule statements, used with FlexMatch, that determine how to build +// a certain kind of player match. Each rule set describes a type of group to +// be created and defines the parameters for acceptable player matches. Rule +// sets are used in MatchmakingConfiguration objects. +// +// A rule set may define the following elements for a match. For detailed information +// and examples showing how to construct a rule set, see Create Matchmaking +// Rules for Your Game (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-rules.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--such as each player must meet a certain 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 if 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. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchmakingRuleSet +type MatchmakingRuleSet struct { _ struct{} `type:"structure"` - // Collection of build records that match the request. - Builds []*Build `type:"list"` + // 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 `type:"timestamp" timestampFormat:"unix"` - // Token that indicates where to resume retrieving results on the next call - // to this action. If no token is returned, these results represent the end - // of the list. - NextToken *string `min:"1" type:"string"` + // Collection of matchmaking rules, formatted as a JSON string. (Note that comments14 + // are not allowed in JSON, but most elements support a description field.) + // + // RuleSetBody is a required field + RuleSetBody *string `min:"1" type:"string" required:"true"` + + // Unique identifier for a matchmaking rule set + RuleSetName *string `min:"1" type:"string"` } // String returns the string representation -func (s ListBuildsOutput) String() string { +func (s MatchmakingRuleSet) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s ListBuildsOutput) GoString() string { +func (s MatchmakingRuleSet) GoString() string { return s.String() } -// SetBuilds sets the Builds field's value. -func (s *ListBuildsOutput) SetBuilds(v []*Build) *ListBuildsOutput { - s.Builds = v +// SetCreationTime sets the CreationTime field's value. +func (s *MatchmakingRuleSet) SetCreationTime(v time.Time) *MatchmakingRuleSet { + s.CreationTime = &v return s } -// SetNextToken sets the NextToken field's value. -func (s *ListBuildsOutput) SetNextToken(v string) *ListBuildsOutput { - s.NextToken = &v +// SetRuleSetBody sets the RuleSetBody field's value. +func (s *MatchmakingRuleSet) SetRuleSetBody(v string) *MatchmakingRuleSet { + s.RuleSetBody = &v return s } -// Represents the input for a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleetsInput -type ListFleetsInput struct { +// SetRuleSetName sets the RuleSetName field's value. +func (s *MatchmakingRuleSet) SetRuleSetName(v string) *MatchmakingRuleSet { + s.RuleSetName = &v + return s +} + +// 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 with StartMatchmaking. Tickets can be retrieved by +// calling DescribeMatchmaking with the ticket ID. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchmakingTicket +type MatchmakingTicket struct { _ struct{} `type:"structure"` - // Unique identifier for a build to return fleets for. Use this parameter to - // return only fleets using the specified build. To retrieve all fleets, leave - // this parameter empty. - BuildId *string `type:"string"` + // Name of the MatchmakingConfiguration 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 `min:"1" type:"string"` - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. - Limit *int64 `min:"1" type:"integer"` + // Identifier and connection information of the game session created for the + // match. This information is added to the ticket only after the matchmaking + // request has been successfully completed. + GameSessionConnectionInfo *GameSessionConnectionInfo `type:"structure"` - // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this action. To specify - // the start of the result set, do not specify a value. - NextToken *string `min:"1" type:"string"` + // 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 `type:"list"` + + // 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 `type:"timestamp" timestampFormat:"unix"` + + // 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 (see AcceptMatch). 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. Tickets with players + // who fail to accept a proposed match are placed in FAILED status; new matchmaking + // requests can be submitted for these players. + // + // * CANCELLED – The matchmaking request was canceled with a call to StopMatchmaking. + // + // * TIMED_OUT – The matchmaking request was not completed within the duration + // specified in the matchmaking configuration. Matchmaking requests that + // time out can be resubmitted. + Status *string `type:"string" enum:"MatchmakingConfigurationStatus"` + + // Additional information about the current status. + StatusMessage *string `type:"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 `type:"string"` + + // Unique identifier for a matchmaking ticket. + TicketId *string `min:"1" type:"string"` } // String returns the string representation -func (s ListFleetsInput) String() string { +func (s MatchmakingTicket) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s ListFleetsInput) GoString() string { +func (s MatchmakingTicket) GoString() string { return s.String() } -// Validate inspects the fields of the type to determine if they are valid. -func (s *ListFleetsInput) Validate() error { - invalidParams := request.ErrInvalidParams{Context: "ListFleetsInput"} - if s.Limit != nil && *s.Limit < 1 { - invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) - } - if s.NextToken != nil && len(*s.NextToken) < 1 { - invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) - } - - if invalidParams.Len() > 0 { - return invalidParams - } - return nil -} - -// SetBuildId sets the BuildId field's value. -func (s *ListFleetsInput) SetBuildId(v string) *ListFleetsInput { - s.BuildId = &v +// SetConfigurationName sets the ConfigurationName field's value. +func (s *MatchmakingTicket) SetConfigurationName(v string) *MatchmakingTicket { + s.ConfigurationName = &v return s } -// SetLimit sets the Limit field's value. -func (s *ListFleetsInput) SetLimit(v int64) *ListFleetsInput { - s.Limit = &v +// SetGameSessionConnectionInfo sets the GameSessionConnectionInfo field's value. +func (s *MatchmakingTicket) SetGameSessionConnectionInfo(v *GameSessionConnectionInfo) *MatchmakingTicket { + s.GameSessionConnectionInfo = v return s } -// SetNextToken sets the NextToken field's value. -func (s *ListFleetsInput) SetNextToken(v string) *ListFleetsInput { - s.NextToken = &v +// SetPlayers sets the Players field's value. +func (s *MatchmakingTicket) SetPlayers(v []*Player) *MatchmakingTicket { + s.Players = v return s } -// Represents the returned data in response to a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleetsOutput -type ListFleetsOutput struct { - _ struct{} `type:"structure"` - - // Set of fleet IDs matching the list request. You can retrieve additional information - // about all returned fleets by passing this result set to a call to DescribeFleetAttributes, - // DescribeFleetCapacity, or DescribeFleetUtilization. - FleetIds []*string `min:"1" type:"list"` - - // Token that indicates where to resume retrieving results on the next call - // to this action. If no token is returned, these results represent the end - // of the list. - NextToken *string `min:"1" type:"string"` +// SetStartTime sets the StartTime field's value. +func (s *MatchmakingTicket) SetStartTime(v time.Time) *MatchmakingTicket { + s.StartTime = &v + return s } -// String returns the string representation -func (s ListFleetsOutput) String() string { - return awsutil.Prettify(s) +// SetStatus sets the Status field's value. +func (s *MatchmakingTicket) SetStatus(v string) *MatchmakingTicket { + s.Status = &v + return s } -// GoString returns the string representation -func (s ListFleetsOutput) GoString() string { - return s.String() +// SetStatusMessage sets the StatusMessage field's value. +func (s *MatchmakingTicket) SetStatusMessage(v string) *MatchmakingTicket { + s.StatusMessage = &v + return s } -// SetFleetIds sets the FleetIds field's value. -func (s *ListFleetsOutput) SetFleetIds(v []*string) *ListFleetsOutput { - s.FleetIds = v +// SetStatusReason sets the StatusReason field's value. +func (s *MatchmakingTicket) SetStatusReason(v string) *MatchmakingTicket { + s.StatusReason = &v return s } -// SetNextToken sets the NextToken field's value. -func (s *ListFleetsOutput) SetNextToken(v string) *ListFleetsOutput { - s.NextToken = &v +// SetTicketId sets the TicketId field's value. +func (s *MatchmakingTicket) SetTicketId(v string) *MatchmakingTicket { + s.TicketId = &v return s } @@ -11498,6 +14153,98 @@ func (s *PlacedPlayerSession) SetPlayerSessionId(v string) *PlacedPlayerSession return s } +// Object used in matchmaking to represent a player. When starting a matchmaking +// request, a player has a player ID and may have latency data. Team information +// is added after a match has been successfully completed. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Player +type Player struct { + _ struct{} `type:"structure"` + + // Set of values, expressed in milliseconds, indicating 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 that are + // included in the object map. If not present (that is, null), FlexMatch ignores + // latency issues and may place the match in any region in the queue. + // + // If this property contains an empty map, FlexMatch assumes that no regions + // are available to the player. In this scenario, the ticket is not matchable + // and always times out unless canceled. + LatencyInMs map[string]*int64 `type:"map"` + + // Collection of name:value pairs containing player information for use in matchmaking. + // Player attribute names need to match playerAttributes names in the rule set + // being used. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": + // {"S": "deathmatch"}}. + PlayerAttributes map[string]*AttributeValue `type:"map"` + + // Unique identifier for a player + PlayerId *string `min:"1" type:"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 `min:"1" type:"string"` +} + +// String returns the string representation +func (s Player) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s Player) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *Player) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "Player"} + if s.PlayerId != nil && len(*s.PlayerId) < 1 { + invalidParams.Add(request.NewErrParamMinLen("PlayerId", 1)) + } + if s.Team != nil && len(*s.Team) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Team", 1)) + } + if s.PlayerAttributes != nil { + for i, v := range s.PlayerAttributes { + if v == nil { + continue + } + if err := v.Validate(); err != nil { + invalidParams.AddNested(fmt.Sprintf("%s[%v]", "PlayerAttributes", i), err.(request.ErrInvalidParams)) + } + } + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetLatencyInMs sets the LatencyInMs field's value. +func (s *Player) SetLatencyInMs(v map[string]*int64) *Player { + s.LatencyInMs = v + return s +} + +// SetPlayerAttributes sets the PlayerAttributes field's value. +func (s *Player) SetPlayerAttributes(v map[string]*AttributeValue) *Player { + s.PlayerAttributes = v + return s +} + +// SetPlayerId sets the PlayerId field's value. +func (s *Player) SetPlayerId(v string) *Player { + s.PlayerId = &v + return s +} + +// SetTeam sets the Team field's value. +func (s *Player) SetTeam(v string) *Player { + s.Team = &v + return s +} + // Regional latency information for a player, used when requesting a new game // session with StartGameSessionPlacement. This value indicates the amount of // time lag that exists when the player is connected to a fleet in the specified @@ -11614,11 +14361,17 @@ func (s *PlayerLatencyPolicy) SetPolicyDurationSeconds(v int64) *PlayerLatencyPo return s } -// Properties describing a player session. A player session represents either -// a player reservation for a game session or actual player activity in a game -// session. 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. +// Properties describing a player session. Player session objects are created +// either by creating a player session for a specific game session, or as part +// of a game session placement. A player session represents either a player +// reservation for a game session (status RESERVED) or actual player activity +// in a game session (status 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. +// +// When a player disconnects, the player session status changes to COMPLETED. +// Once the session ends, the player session object is retained for 30 days +// and then removed. // // Player-session-related operations include: // @@ -12246,7 +14999,7 @@ func (s *RoutingStrategy) SetType(v string) *RoutingStrategy { } // A collection of server process configurations that describe what processes -// to run on each instance in a fleet. All fleets must have a runtime configuration. +// to run on each instance in a fleet. All fleets must have a run-time configuration. // Each instance in the fleet launches the server processes specified in the // run-time configuration and launches new ones as existing processes end. Each // instance regularly checks for an updated run-time configuration and follows @@ -12703,8 +15456,8 @@ type SearchGameSessionsInput struct { Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this action. To specify - // the start of the result set, do not specify a value. + // the token that is returned with a previous call to this action. To start + // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Instructions on how to sort the search results. If no sort expression is @@ -12918,10 +15671,18 @@ type StartGameSessionPlacementInput struct { // Set of information on each player to create a player session for. DesiredPlayerSessions []*DesiredPlayerSession `type:"list"` - // Set of developer-defined properties for a game session. These properties - // are passed to the server process hosting the game session. + // Set of developer-defined properties for a game session, formatted as a set + // of type:value pairs. These properties are included in the GameSession object, + // which is passed to the game server with a request to start a new game session + // (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameProperties []*GameProperty `type:"list"` + // Set of developer-defined game session properties, formatted as a single string + // value. This data is included in the GameSession object, which is passed to + // the game server with a request to start a new game session (see Start a Game + // Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). + GameSessionData *string `min:"1" type:"string"` + // Descriptive label that is associated with a game session. Session names do // not need to be unique. GameSessionName *string `min:"1" type:"string"` @@ -12945,7 +15706,7 @@ type StartGameSessionPlacementInput struct { PlacementId *string `min:"1" type:"string" required:"true"` // Set of values, expressed in milliseconds, indicating the amount of latency - // that players are experiencing when connected to AWS regions. This information + // that a player experiences when connected to AWS regions. This information // is used to try to place the new game session where it can offer the best // possible gameplay experience for the players. PlayerLatencies []*PlayerLatency `type:"list"` @@ -12964,6 +15725,9 @@ func (s StartGameSessionPlacementInput) GoString() string { // Validate inspects the fields of the type to determine if they are valid. func (s *StartGameSessionPlacementInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "StartGameSessionPlacementInput"} + if s.GameSessionData != nil && len(*s.GameSessionData) < 1 { + invalidParams.Add(request.NewErrParamMinLen("GameSessionData", 1)) + } if s.GameSessionName != nil && len(*s.GameSessionName) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionName", 1)) } @@ -13031,60 +15795,177 @@ func (s *StartGameSessionPlacementInput) SetGameProperties(v []*GameProperty) *S return s } +// SetGameSessionData sets the GameSessionData field's value. +func (s *StartGameSessionPlacementInput) SetGameSessionData(v string) *StartGameSessionPlacementInput { + s.GameSessionData = &v + return s +} + // SetGameSessionName sets the GameSessionName field's value. func (s *StartGameSessionPlacementInput) SetGameSessionName(v string) *StartGameSessionPlacementInput { s.GameSessionName = &v return s } -// SetGameSessionQueueName sets the GameSessionQueueName field's value. -func (s *StartGameSessionPlacementInput) SetGameSessionQueueName(v string) *StartGameSessionPlacementInput { - s.GameSessionQueueName = &v - return s +// SetGameSessionQueueName sets the GameSessionQueueName field's value. +func (s *StartGameSessionPlacementInput) SetGameSessionQueueName(v string) *StartGameSessionPlacementInput { + s.GameSessionQueueName = &v + return s +} + +// SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. +func (s *StartGameSessionPlacementInput) SetMaximumPlayerSessionCount(v int64) *StartGameSessionPlacementInput { + s.MaximumPlayerSessionCount = &v + return s +} + +// SetPlacementId sets the PlacementId field's value. +func (s *StartGameSessionPlacementInput) SetPlacementId(v string) *StartGameSessionPlacementInput { + s.PlacementId = &v + return s +} + +// SetPlayerLatencies sets the PlayerLatencies field's value. +func (s *StartGameSessionPlacementInput) SetPlayerLatencies(v []*PlayerLatency) *StartGameSessionPlacementInput { + s.PlayerLatencies = v + return s +} + +// Represents the returned data in response to a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacementOutput +type StartGameSessionPlacementOutput struct { + _ struct{} `type:"structure"` + + // Object that describes the newly created game session placement. This object + // includes all the information provided in the request, as well as start/end + // time stamps and placement status. + GameSessionPlacement *GameSessionPlacement `type:"structure"` +} + +// String returns the string representation +func (s StartGameSessionPlacementOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s StartGameSessionPlacementOutput) GoString() string { + return s.String() +} + +// SetGameSessionPlacement sets the GameSessionPlacement field's value. +func (s *StartGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *StartGameSessionPlacementOutput { + s.GameSessionPlacement = v + return s +} + +// Represents the input for a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmakingInput +type StartMatchmakingInput struct { + _ struct{} `type:"structure"` + + // Name of the matchmaking configuration to use for this request. Matchmaking + // configurations must exist in the same region as this request. + // + // ConfigurationName is a required field + ConfigurationName *string `min:"1" type:"string" required:"true"` + + // Information on each player to be matched. This information must include a + // player ID, and may contain player attributes and latency data to be used + // in the matchmaking process. After a successful match, Player objects contain + // the name of the team the player is assigned to. + // + // Players is a required field + Players []*Player `type:"list" required:"true"` + + // Unique identifier for a matchmaking ticket. Use this identifier to track + // the matchmaking ticket status and retrieve match results. + TicketId *string `min:"1" type:"string"` +} + +// String returns the string representation +func (s StartMatchmakingInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s StartMatchmakingInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *StartMatchmakingInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "StartMatchmakingInput"} + if s.ConfigurationName == nil { + invalidParams.Add(request.NewErrParamRequired("ConfigurationName")) + } + if s.ConfigurationName != nil && len(*s.ConfigurationName) < 1 { + invalidParams.Add(request.NewErrParamMinLen("ConfigurationName", 1)) + } + if s.Players == nil { + invalidParams.Add(request.NewErrParamRequired("Players")) + } + if s.TicketId != nil && len(*s.TicketId) < 1 { + invalidParams.Add(request.NewErrParamMinLen("TicketId", 1)) + } + if s.Players != nil { + for i, v := range s.Players { + if v == nil { + continue + } + if err := v.Validate(); err != nil { + invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Players", i), err.(request.ErrInvalidParams)) + } + } + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil } -// SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. -func (s *StartGameSessionPlacementInput) SetMaximumPlayerSessionCount(v int64) *StartGameSessionPlacementInput { - s.MaximumPlayerSessionCount = &v +// SetConfigurationName sets the ConfigurationName field's value. +func (s *StartMatchmakingInput) SetConfigurationName(v string) *StartMatchmakingInput { + s.ConfigurationName = &v return s } -// SetPlacementId sets the PlacementId field's value. -func (s *StartGameSessionPlacementInput) SetPlacementId(v string) *StartGameSessionPlacementInput { - s.PlacementId = &v +// SetPlayers sets the Players field's value. +func (s *StartMatchmakingInput) SetPlayers(v []*Player) *StartMatchmakingInput { + s.Players = v return s } -// SetPlayerLatencies sets the PlayerLatencies field's value. -func (s *StartGameSessionPlacementInput) SetPlayerLatencies(v []*PlayerLatency) *StartGameSessionPlacementInput { - s.PlayerLatencies = v +// SetTicketId sets the TicketId field's value. +func (s *StartMatchmakingInput) SetTicketId(v string) *StartMatchmakingInput { + s.TicketId = &v return s } // Represents the returned data in response to a request action. -// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacementOutput -type StartGameSessionPlacementOutput struct { +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmakingOutput +type StartMatchmakingOutput struct { _ struct{} `type:"structure"` - // Object that describes the newly created game session placement. This object - // includes all the information provided in the request, as well as start/end - // time stamps and placement status. - GameSessionPlacement *GameSessionPlacement `type:"structure"` + // Ticket representing the matchmaking request. This object include the information + // included in the request, ticket status, and match results as generated during + // the matchmaking process. + MatchmakingTicket *MatchmakingTicket `type:"structure"` } // String returns the string representation -func (s StartGameSessionPlacementOutput) String() string { +func (s StartMatchmakingOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s StartGameSessionPlacementOutput) GoString() string { +func (s StartMatchmakingOutput) GoString() string { return s.String() } -// SetGameSessionPlacement sets the GameSessionPlacement field's value. -func (s *StartGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *StartGameSessionPlacementOutput { - s.GameSessionPlacement = v +// SetMatchmakingTicket sets the MatchmakingTicket field's value. +func (s *StartMatchmakingOutput) SetMatchmakingTicket(v *MatchmakingTicket) *StartMatchmakingOutput { + s.MatchmakingTicket = v return s } @@ -13136,7 +16017,7 @@ func (s *StopGameSessionPlacementInput) SetPlacementId(v string) *StopGameSessio type StopGameSessionPlacementOutput struct { _ struct{} `type:"structure"` - // Object that describes the canceled game session placement, with Cancelled + // Object that describes the canceled game session placement, with CANCELLED // status and an end time stamp. GameSessionPlacement *GameSessionPlacement `type:"structure"` } @@ -13157,6 +16038,64 @@ func (s *StopGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionP return s } +// Represents the input for a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmakingInput +type StopMatchmakingInput struct { + _ struct{} `type:"structure"` + + // Unique identifier for a matchmaking ticket. + // + // TicketId is a required field + TicketId *string `min:"1" type:"string" required:"true"` +} + +// String returns the string representation +func (s StopMatchmakingInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s StopMatchmakingInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *StopMatchmakingInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "StopMatchmakingInput"} + if s.TicketId == nil { + invalidParams.Add(request.NewErrParamRequired("TicketId")) + } + if s.TicketId != nil && len(*s.TicketId) < 1 { + invalidParams.Add(request.NewErrParamMinLen("TicketId", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetTicketId sets the TicketId field's value. +func (s *StopMatchmakingInput) SetTicketId(v string) *StopMatchmakingInput { + s.TicketId = &v + return s +} + +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmakingOutput +type StopMatchmakingOutput struct { + _ struct{} `type:"structure"` +} + +// String returns the string representation +func (s StopMatchmakingOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s StopMatchmakingOutput) GoString() string { + return s.String() +} + // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAliasInput type UpdateAliasInput struct { @@ -13800,8 +16739,8 @@ type UpdateGameSessionQueueInput struct { // list, provide a complete list of destinations. Destinations []*GameSessionQueueDestination `type:"list"` - // Descriptive label that is associated with queue. Queue names must be unique - // within each region. + // Descriptive label that is associated with game session queue. Queue names + // must be unique within each region. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` @@ -13908,6 +16847,229 @@ func (s *UpdateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) return s } +// Represents the input for a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfigurationInput +type UpdateMatchmakingConfigurationInput struct { + _ struct{} `type:"structure"` + + // Flag that determines whether or not a match that was created with this configuration + // must be accepted by the matched players. To require acceptance, set to TRUE. + AcceptanceRequired *bool `type:"boolean"` + + // Length of time (in seconds) to wait for players to accept a proposed match. + // If any player rejects the match or fails to accept before the timeout, the + // ticket continues to look for an acceptable match. + AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` + + // 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 12-person + // team, and the additional player count is set to 2, only 10 players are selected + // for the match. + AdditionalPlayerCount *int64 `type:"integer"` + + // Information to attached to all events related to the matchmaking configuration. + CustomEventData *string `min:"1" type:"string"` + + // Descriptive label that is associated with matchmaking configuration. + Description *string `min:"1" type:"string"` + + // Set of developer-defined properties for a game session, formatted as a set + // of type:value pairs. These properties are included in the GameSession object, + // which is passed to the game server with a request to start a new game session + // (see Start a Game Session (http://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. + GameProperties []*GameProperty `type:"list"` + + // Set of developer-defined game session properties, formatted as a single string + // value. This data is included in the GameSession object, which is passed to + // the game server with a request to start a new game session (see Start a Game + // Session (http://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. + GameSessionData *string `min:"1" type:"string"` + + // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) + // that is assigned to a game session queue and uniquely identifies it. Format + // is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. + // These queues are used when placing game sessions for matches that are created + // with this matchmaking configuration. Queues can be located in any region. + GameSessionQueueArns []*string `type:"list"` + + // Unique identifier for a matchmaking configuration to update. + // + // Name is a required field + Name *string `min:"1" type:"string" required:"true"` + + // SNS topic ARN that is set up to receive matchmaking notifications. See Setting + // up Notifications for Matchmaking (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html) + // for more information. + NotificationTarget *string `min:"1" type:"string"` + + // Maximum duration, in seconds, that a matchmaking ticket can remain in process + // before timing out. Requests that time out can be resubmitted as needed. + RequestTimeoutSeconds *int64 `min:"1" type:"integer"` + + // Unique identifier for a 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 `min:"1" type:"string"` +} + +// String returns the string representation +func (s UpdateMatchmakingConfigurationInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s UpdateMatchmakingConfigurationInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *UpdateMatchmakingConfigurationInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "UpdateMatchmakingConfigurationInput"} + if s.AcceptanceTimeoutSeconds != nil && *s.AcceptanceTimeoutSeconds < 1 { + invalidParams.Add(request.NewErrParamMinValue("AcceptanceTimeoutSeconds", 1)) + } + if s.CustomEventData != nil && len(*s.CustomEventData) < 1 { + invalidParams.Add(request.NewErrParamMinLen("CustomEventData", 1)) + } + if s.Description != nil && len(*s.Description) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Description", 1)) + } + if s.GameSessionData != nil && len(*s.GameSessionData) < 1 { + invalidParams.Add(request.NewErrParamMinLen("GameSessionData", 1)) + } + if s.Name == nil { + invalidParams.Add(request.NewErrParamRequired("Name")) + } + if s.Name != nil && len(*s.Name) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Name", 1)) + } + if s.NotificationTarget != nil && len(*s.NotificationTarget) < 1 { + invalidParams.Add(request.NewErrParamMinLen("NotificationTarget", 1)) + } + if s.RequestTimeoutSeconds != nil && *s.RequestTimeoutSeconds < 1 { + invalidParams.Add(request.NewErrParamMinValue("RequestTimeoutSeconds", 1)) + } + if s.RuleSetName != nil && len(*s.RuleSetName) < 1 { + invalidParams.Add(request.NewErrParamMinLen("RuleSetName", 1)) + } + if s.GameProperties != nil { + for i, v := range s.GameProperties { + if v == nil { + continue + } + if err := v.Validate(); err != nil { + invalidParams.AddNested(fmt.Sprintf("%s[%v]", "GameProperties", i), err.(request.ErrInvalidParams)) + } + } + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetAcceptanceRequired sets the AcceptanceRequired field's value. +func (s *UpdateMatchmakingConfigurationInput) SetAcceptanceRequired(v bool) *UpdateMatchmakingConfigurationInput { + s.AcceptanceRequired = &v + return s +} + +// SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value. +func (s *UpdateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds(v int64) *UpdateMatchmakingConfigurationInput { + s.AcceptanceTimeoutSeconds = &v + return s +} + +// SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value. +func (s *UpdateMatchmakingConfigurationInput) SetAdditionalPlayerCount(v int64) *UpdateMatchmakingConfigurationInput { + s.AdditionalPlayerCount = &v + return s +} + +// SetCustomEventData sets the CustomEventData field's value. +func (s *UpdateMatchmakingConfigurationInput) SetCustomEventData(v string) *UpdateMatchmakingConfigurationInput { + s.CustomEventData = &v + return s +} + +// SetDescription sets the Description field's value. +func (s *UpdateMatchmakingConfigurationInput) SetDescription(v string) *UpdateMatchmakingConfigurationInput { + s.Description = &v + return s +} + +// SetGameProperties sets the GameProperties field's value. +func (s *UpdateMatchmakingConfigurationInput) SetGameProperties(v []*GameProperty) *UpdateMatchmakingConfigurationInput { + s.GameProperties = v + return s +} + +// SetGameSessionData sets the GameSessionData field's value. +func (s *UpdateMatchmakingConfigurationInput) SetGameSessionData(v string) *UpdateMatchmakingConfigurationInput { + s.GameSessionData = &v + return s +} + +// SetGameSessionQueueArns sets the GameSessionQueueArns field's value. +func (s *UpdateMatchmakingConfigurationInput) SetGameSessionQueueArns(v []*string) *UpdateMatchmakingConfigurationInput { + s.GameSessionQueueArns = v + return s +} + +// SetName sets the Name field's value. +func (s *UpdateMatchmakingConfigurationInput) SetName(v string) *UpdateMatchmakingConfigurationInput { + s.Name = &v + return s +} + +// SetNotificationTarget sets the NotificationTarget field's value. +func (s *UpdateMatchmakingConfigurationInput) SetNotificationTarget(v string) *UpdateMatchmakingConfigurationInput { + s.NotificationTarget = &v + return s +} + +// SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value. +func (s *UpdateMatchmakingConfigurationInput) SetRequestTimeoutSeconds(v int64) *UpdateMatchmakingConfigurationInput { + s.RequestTimeoutSeconds = &v + return s +} + +// SetRuleSetName sets the RuleSetName field's value. +func (s *UpdateMatchmakingConfigurationInput) SetRuleSetName(v string) *UpdateMatchmakingConfigurationInput { + s.RuleSetName = &v + return s +} + +// Represents the returned data in response to a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfigurationOutput +type UpdateMatchmakingConfigurationOutput struct { + _ struct{} `type:"structure"` + + // Object that describes the updated matchmaking configuration. + Configuration *MatchmakingConfiguration `type:"structure"` +} + +// String returns the string representation +func (s UpdateMatchmakingConfigurationOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s UpdateMatchmakingConfigurationOutput) GoString() string { + return s.String() +} + +// SetConfiguration sets the Configuration field's value. +func (s *UpdateMatchmakingConfigurationOutput) SetConfiguration(v *MatchmakingConfiguration) *UpdateMatchmakingConfigurationOutput { + s.Configuration = v + return s +} + // Represents the input for a request action. // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfigurationInput type UpdateRuntimeConfigurationInput struct { @@ -13998,6 +17160,82 @@ func (s *UpdateRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeCon return s } +// Represents the input for a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSetInput +type ValidateMatchmakingRuleSetInput struct { + _ struct{} `type:"structure"` + + // Collection of matchmaking rules to validate, formatted as a JSON string. + // + // RuleSetBody is a required field + RuleSetBody *string `min:"1" type:"string" required:"true"` +} + +// String returns the string representation +func (s ValidateMatchmakingRuleSetInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s ValidateMatchmakingRuleSetInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *ValidateMatchmakingRuleSetInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "ValidateMatchmakingRuleSetInput"} + if s.RuleSetBody == nil { + invalidParams.Add(request.NewErrParamRequired("RuleSetBody")) + } + if s.RuleSetBody != nil && len(*s.RuleSetBody) < 1 { + invalidParams.Add(request.NewErrParamMinLen("RuleSetBody", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetRuleSetBody sets the RuleSetBody field's value. +func (s *ValidateMatchmakingRuleSetInput) SetRuleSetBody(v string) *ValidateMatchmakingRuleSetInput { + s.RuleSetBody = &v + return s +} + +// Represents the returned data in response to a request action. +// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSetOutput +type ValidateMatchmakingRuleSetOutput struct { + _ struct{} `type:"structure"` + + // Response indicating whether or not the rule set is valid. + Valid *bool `type:"boolean"` +} + +// String returns the string representation +func (s ValidateMatchmakingRuleSetOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s ValidateMatchmakingRuleSetOutput) GoString() string { + return s.String() +} + +// SetValid sets the Valid field's value. +func (s *ValidateMatchmakingRuleSetOutput) SetValid(v bool) *ValidateMatchmakingRuleSetOutput { + s.Valid = &v + return s +} + +const ( + // AcceptanceTypeAccept is a AcceptanceType enum value + AcceptanceTypeAccept = "ACCEPT" + + // AcceptanceTypeReject is a AcceptanceType enum value + AcceptanceTypeReject = "REJECT" +) + const ( // BuildStatusInitialized is a BuildStatus enum value BuildStatusInitialized = "INITIALIZED" @@ -14277,6 +17515,32 @@ const ( IpProtocolUdp = "UDP" ) +const ( + // MatchmakingConfigurationStatusCanceled is a MatchmakingConfigurationStatus enum value + MatchmakingConfigurationStatusCanceled = "CANCELED" + + // MatchmakingConfigurationStatusComplete is a MatchmakingConfigurationStatus enum value + MatchmakingConfigurationStatusComplete = "COMPLETE" + + // MatchmakingConfigurationStatusFailed is a MatchmakingConfigurationStatus enum value + MatchmakingConfigurationStatusFailed = "FAILED" + + // MatchmakingConfigurationStatusPlacing is a MatchmakingConfigurationStatus enum value + MatchmakingConfigurationStatusPlacing = "PLACING" + + // MatchmakingConfigurationStatusQueued is a MatchmakingConfigurationStatus enum value + MatchmakingConfigurationStatusQueued = "QUEUED" + + // MatchmakingConfigurationStatusRequiresAcceptance is a MatchmakingConfigurationStatus enum value + MatchmakingConfigurationStatusRequiresAcceptance = "REQUIRES_ACCEPTANCE" + + // MatchmakingConfigurationStatusSearching is a MatchmakingConfigurationStatus enum value + MatchmakingConfigurationStatusSearching = "SEARCHING" + + // MatchmakingConfigurationStatusTimedOut is a MatchmakingConfigurationStatus enum value + MatchmakingConfigurationStatusTimedOut = "TIMED_OUT" +) + const ( // MetricNameActivatingGameSessions is a MetricName enum value MetricNameActivatingGameSessions = "ActivatingGameSessions" diff --git a/service/gamelift/doc.go b/service/gamelift/doc.go index a4f29903aae..67f566757b4 100644 --- a/service/gamelift/doc.go +++ b/service/gamelift/doc.go @@ -35,7 +35,7 @@ // * The AWS Management Console (https://console.aws.amazon.com/gamelift/home) // for Amazon GameLift provides a web interface to manage your Amazon GameLift // settings and resources. The console includes a dashboard for tracking -// key resources, includings builds and fleets, and displays usage and performance +// key resources, including builds and fleets, and displays usage and performance // metrics for your games as customizable graphs. // // * Amazon GameLift Local is a tool for testing your game's integration @@ -67,21 +67,20 @@ // // Managing Games and Players // -// These actions allow you to start new game sessions, find existing game sessions, -// track status and other game session information, and enable access for players -// to join game sessions. +// Use these actions to start new game sessions, find existing game sessions, +// track game session status and other information, and enable player access +// to game sessions. // // * Discover existing game sessions // -// SearchGameSessions – Get all available game sessions or search for game sessions -// that match a set of criteria. +// SearchGameSessions – Retrieve all available game sessions or search for game +// sessions that match a set of criteria. // -// * Start a new game session -// -// Game session placement – Use a queue to process requests for new game sessions -// and place them on the best available fleet. Placement requests are asynchronous; -// game sessions are started whenever acceptable resources become available. +// * Start new game sessions // +// Start new games with Queues to find the best available hosting resources +// across multiple regions, minimize player latency, and balance game session +// activity for efficiency and cost effectiveness. // // StartGameSessionPlacement – Request a new game session placement and add // one or more players to it. @@ -91,9 +90,21 @@ // // StopGameSessionPlacement – Cancel a placement request. // -// CreateGameSession – Request a new game session on a specific fleet. Available +// CreateGameSession – Start a new game session on a specific fleet. Available // in Amazon GameLift Local. // +// * Start new game sessions with FlexMatch matchmaking +// +// StartMatchmaking – Request matchmaking for one players or a group who want +// to play together. +// +// DescribeMatchmaking – Get details on a matchmaking request, including status. +// +// AcceptMatch – Register that a player accepts a proposed match, for matches +// that require player acceptance. +// +// StopMatchmaking – Cancel a matchmaking request. +// // * Manage game session data // // DescribeGameSessions – Retrieve metadata for one or more game sessions, including @@ -221,13 +232,36 @@ // CreateGameSessionQueue – Create a queue for processing requests for new game // sessions. // -// DescribeGameSessionQueues – Get data on all game session queues defined in -// a Amazon GameLift region. +// DescribeGameSessionQueues – Retrieve game session queues defined in a Amazon +// GameLift region. // // UpdateGameSessionQueue – Change the configuration of a game session queue. // // DeleteGameSessionQueue – Remove a game session queue from the region. // +// * Manage FlexMatch resources +// +// CreateMatchmakingConfiguration – Create a matchmaking configuration with +// instructions for building a player group and placing in a new game session. +// +// +// DescribeMatchmakingConfigurations – Retrieve matchmaking configurations defined +// a Amazon GameLift region. +// +// UpdateMatchmakingConfiguration – Change settings for matchmaking configuration. +// queue. +// +// DeleteMatchmakingConfiguration – Remove a matchmaking configuration from +// the region. +// +// CreateMatchmakingRuleSet – Create a set of rules to use when searching for +// player matches. +// +// DescribeMatchmakingRuleSets – Retrieve matchmaking rule sets defined in a +// Amazon GameLift region. +// +// ValidateMatchmakingRuleSet – Verify syntax for a set of matchmaking rules. +// // See https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01 for more information on this service. // // See gamelift package documentation for more information. diff --git a/service/gamelift/errors.go b/service/gamelift/errors.go index 52d7750bb76..d04e78d0d2c 100644 --- a/service/gamelift/errors.go +++ b/service/gamelift/errors.go @@ -93,4 +93,10 @@ const ( // // The client failed authentication. Clients should not retry such requests. ErrCodeUnauthorizedException = "UnauthorizedException" + + // ErrCodeUnsupportedRegionException for service response error code + // "UnsupportedRegionException". + // + // The requested operation is not supported in the region specified. + ErrCodeUnsupportedRegionException = "UnsupportedRegionException" ) diff --git a/service/gamelift/gameliftiface/interface.go b/service/gamelift/gameliftiface/interface.go index b3f96293dd5..0f8d2fb6062 100644 --- a/service/gamelift/gameliftiface/interface.go +++ b/service/gamelift/gameliftiface/interface.go @@ -26,7 +26,7 @@ import ( // // myFunc uses an SDK service client to make a request to // // Amazon GameLift. // func myFunc(svc gameliftiface.GameLiftAPI) bool { -// // Make svc.CreateAlias request +// // Make svc.AcceptMatch request // } // // func main() { @@ -42,7 +42,7 @@ import ( // type mockGameLiftClient struct { // gameliftiface.GameLiftAPI // } -// func (m *mockGameLiftClient) CreateAlias(input *gamelift.CreateAliasInput) (*gamelift.CreateAliasOutput, error) { +// func (m *mockGameLiftClient) AcceptMatch(input *gamelift.AcceptMatchInput) (*gamelift.AcceptMatchOutput, error) { // // mock response/functionality // } // @@ -60,6 +60,10 @@ import ( // and waiters. Its suggested to use the pattern above for testing, or using // tooling to generate mocks to satisfy the interfaces. type GameLiftAPI interface { + AcceptMatch(*gamelift.AcceptMatchInput) (*gamelift.AcceptMatchOutput, error) + AcceptMatchWithContext(aws.Context, *gamelift.AcceptMatchInput, ...request.Option) (*gamelift.AcceptMatchOutput, error) + AcceptMatchRequest(*gamelift.AcceptMatchInput) (*request.Request, *gamelift.AcceptMatchOutput) + CreateAlias(*gamelift.CreateAliasInput) (*gamelift.CreateAliasOutput, error) CreateAliasWithContext(aws.Context, *gamelift.CreateAliasInput, ...request.Option) (*gamelift.CreateAliasOutput, error) CreateAliasRequest(*gamelift.CreateAliasInput) (*request.Request, *gamelift.CreateAliasOutput) @@ -80,6 +84,14 @@ type GameLiftAPI interface { CreateGameSessionQueueWithContext(aws.Context, *gamelift.CreateGameSessionQueueInput, ...request.Option) (*gamelift.CreateGameSessionQueueOutput, error) CreateGameSessionQueueRequest(*gamelift.CreateGameSessionQueueInput) (*request.Request, *gamelift.CreateGameSessionQueueOutput) + CreateMatchmakingConfiguration(*gamelift.CreateMatchmakingConfigurationInput) (*gamelift.CreateMatchmakingConfigurationOutput, error) + CreateMatchmakingConfigurationWithContext(aws.Context, *gamelift.CreateMatchmakingConfigurationInput, ...request.Option) (*gamelift.CreateMatchmakingConfigurationOutput, error) + CreateMatchmakingConfigurationRequest(*gamelift.CreateMatchmakingConfigurationInput) (*request.Request, *gamelift.CreateMatchmakingConfigurationOutput) + + CreateMatchmakingRuleSet(*gamelift.CreateMatchmakingRuleSetInput) (*gamelift.CreateMatchmakingRuleSetOutput, error) + CreateMatchmakingRuleSetWithContext(aws.Context, *gamelift.CreateMatchmakingRuleSetInput, ...request.Option) (*gamelift.CreateMatchmakingRuleSetOutput, error) + CreateMatchmakingRuleSetRequest(*gamelift.CreateMatchmakingRuleSetInput) (*request.Request, *gamelift.CreateMatchmakingRuleSetOutput) + CreatePlayerSession(*gamelift.CreatePlayerSessionInput) (*gamelift.CreatePlayerSessionOutput, error) CreatePlayerSessionWithContext(aws.Context, *gamelift.CreatePlayerSessionInput, ...request.Option) (*gamelift.CreatePlayerSessionOutput, error) CreatePlayerSessionRequest(*gamelift.CreatePlayerSessionInput) (*request.Request, *gamelift.CreatePlayerSessionOutput) @@ -104,6 +116,10 @@ type GameLiftAPI interface { DeleteGameSessionQueueWithContext(aws.Context, *gamelift.DeleteGameSessionQueueInput, ...request.Option) (*gamelift.DeleteGameSessionQueueOutput, error) DeleteGameSessionQueueRequest(*gamelift.DeleteGameSessionQueueInput) (*request.Request, *gamelift.DeleteGameSessionQueueOutput) + DeleteMatchmakingConfiguration(*gamelift.DeleteMatchmakingConfigurationInput) (*gamelift.DeleteMatchmakingConfigurationOutput, error) + DeleteMatchmakingConfigurationWithContext(aws.Context, *gamelift.DeleteMatchmakingConfigurationInput, ...request.Option) (*gamelift.DeleteMatchmakingConfigurationOutput, error) + DeleteMatchmakingConfigurationRequest(*gamelift.DeleteMatchmakingConfigurationInput) (*request.Request, *gamelift.DeleteMatchmakingConfigurationOutput) + DeleteScalingPolicy(*gamelift.DeleteScalingPolicyInput) (*gamelift.DeleteScalingPolicyOutput, error) DeleteScalingPolicyWithContext(aws.Context, *gamelift.DeleteScalingPolicyInput, ...request.Option) (*gamelift.DeleteScalingPolicyOutput, error) DeleteScalingPolicyRequest(*gamelift.DeleteScalingPolicyInput) (*request.Request, *gamelift.DeleteScalingPolicyOutput) @@ -160,6 +176,18 @@ type GameLiftAPI interface { DescribeInstancesWithContext(aws.Context, *gamelift.DescribeInstancesInput, ...request.Option) (*gamelift.DescribeInstancesOutput, error) DescribeInstancesRequest(*gamelift.DescribeInstancesInput) (*request.Request, *gamelift.DescribeInstancesOutput) + DescribeMatchmaking(*gamelift.DescribeMatchmakingInput) (*gamelift.DescribeMatchmakingOutput, error) + DescribeMatchmakingWithContext(aws.Context, *gamelift.DescribeMatchmakingInput, ...request.Option) (*gamelift.DescribeMatchmakingOutput, error) + DescribeMatchmakingRequest(*gamelift.DescribeMatchmakingInput) (*request.Request, *gamelift.DescribeMatchmakingOutput) + + DescribeMatchmakingConfigurations(*gamelift.DescribeMatchmakingConfigurationsInput) (*gamelift.DescribeMatchmakingConfigurationsOutput, error) + DescribeMatchmakingConfigurationsWithContext(aws.Context, *gamelift.DescribeMatchmakingConfigurationsInput, ...request.Option) (*gamelift.DescribeMatchmakingConfigurationsOutput, error) + DescribeMatchmakingConfigurationsRequest(*gamelift.DescribeMatchmakingConfigurationsInput) (*request.Request, *gamelift.DescribeMatchmakingConfigurationsOutput) + + DescribeMatchmakingRuleSets(*gamelift.DescribeMatchmakingRuleSetsInput) (*gamelift.DescribeMatchmakingRuleSetsOutput, error) + DescribeMatchmakingRuleSetsWithContext(aws.Context, *gamelift.DescribeMatchmakingRuleSetsInput, ...request.Option) (*gamelift.DescribeMatchmakingRuleSetsOutput, error) + DescribeMatchmakingRuleSetsRequest(*gamelift.DescribeMatchmakingRuleSetsInput) (*request.Request, *gamelift.DescribeMatchmakingRuleSetsOutput) + DescribePlayerSessions(*gamelift.DescribePlayerSessionsInput) (*gamelift.DescribePlayerSessionsOutput, error) DescribePlayerSessionsWithContext(aws.Context, *gamelift.DescribePlayerSessionsInput, ...request.Option) (*gamelift.DescribePlayerSessionsOutput, error) DescribePlayerSessionsRequest(*gamelift.DescribePlayerSessionsInput) (*request.Request, *gamelift.DescribePlayerSessionsOutput) @@ -212,10 +240,18 @@ type GameLiftAPI interface { StartGameSessionPlacementWithContext(aws.Context, *gamelift.StartGameSessionPlacementInput, ...request.Option) (*gamelift.StartGameSessionPlacementOutput, error) StartGameSessionPlacementRequest(*gamelift.StartGameSessionPlacementInput) (*request.Request, *gamelift.StartGameSessionPlacementOutput) + StartMatchmaking(*gamelift.StartMatchmakingInput) (*gamelift.StartMatchmakingOutput, error) + StartMatchmakingWithContext(aws.Context, *gamelift.StartMatchmakingInput, ...request.Option) (*gamelift.StartMatchmakingOutput, error) + StartMatchmakingRequest(*gamelift.StartMatchmakingInput) (*request.Request, *gamelift.StartMatchmakingOutput) + StopGameSessionPlacement(*gamelift.StopGameSessionPlacementInput) (*gamelift.StopGameSessionPlacementOutput, error) StopGameSessionPlacementWithContext(aws.Context, *gamelift.StopGameSessionPlacementInput, ...request.Option) (*gamelift.StopGameSessionPlacementOutput, error) StopGameSessionPlacementRequest(*gamelift.StopGameSessionPlacementInput) (*request.Request, *gamelift.StopGameSessionPlacementOutput) + StopMatchmaking(*gamelift.StopMatchmakingInput) (*gamelift.StopMatchmakingOutput, error) + StopMatchmakingWithContext(aws.Context, *gamelift.StopMatchmakingInput, ...request.Option) (*gamelift.StopMatchmakingOutput, error) + StopMatchmakingRequest(*gamelift.StopMatchmakingInput) (*request.Request, *gamelift.StopMatchmakingOutput) + UpdateAlias(*gamelift.UpdateAliasInput) (*gamelift.UpdateAliasOutput, error) UpdateAliasWithContext(aws.Context, *gamelift.UpdateAliasInput, ...request.Option) (*gamelift.UpdateAliasOutput, error) UpdateAliasRequest(*gamelift.UpdateAliasInput) (*request.Request, *gamelift.UpdateAliasOutput) @@ -244,9 +280,17 @@ type GameLiftAPI interface { UpdateGameSessionQueueWithContext(aws.Context, *gamelift.UpdateGameSessionQueueInput, ...request.Option) (*gamelift.UpdateGameSessionQueueOutput, error) UpdateGameSessionQueueRequest(*gamelift.UpdateGameSessionQueueInput) (*request.Request, *gamelift.UpdateGameSessionQueueOutput) + UpdateMatchmakingConfiguration(*gamelift.UpdateMatchmakingConfigurationInput) (*gamelift.UpdateMatchmakingConfigurationOutput, error) + UpdateMatchmakingConfigurationWithContext(aws.Context, *gamelift.UpdateMatchmakingConfigurationInput, ...request.Option) (*gamelift.UpdateMatchmakingConfigurationOutput, error) + UpdateMatchmakingConfigurationRequest(*gamelift.UpdateMatchmakingConfigurationInput) (*request.Request, *gamelift.UpdateMatchmakingConfigurationOutput) + UpdateRuntimeConfiguration(*gamelift.UpdateRuntimeConfigurationInput) (*gamelift.UpdateRuntimeConfigurationOutput, error) UpdateRuntimeConfigurationWithContext(aws.Context, *gamelift.UpdateRuntimeConfigurationInput, ...request.Option) (*gamelift.UpdateRuntimeConfigurationOutput, error) UpdateRuntimeConfigurationRequest(*gamelift.UpdateRuntimeConfigurationInput) (*request.Request, *gamelift.UpdateRuntimeConfigurationOutput) + + ValidateMatchmakingRuleSet(*gamelift.ValidateMatchmakingRuleSetInput) (*gamelift.ValidateMatchmakingRuleSetOutput, error) + ValidateMatchmakingRuleSetWithContext(aws.Context, *gamelift.ValidateMatchmakingRuleSetInput, ...request.Option) (*gamelift.ValidateMatchmakingRuleSetOutput, error) + ValidateMatchmakingRuleSetRequest(*gamelift.ValidateMatchmakingRuleSetInput) (*request.Request, *gamelift.ValidateMatchmakingRuleSetOutput) } var _ GameLiftAPI = (*gamelift.GameLift)(nil)