// Code generated by smithy-go-codegen DO NOT EDIT. package gamelift import ( "context" awsmiddleware "github.com/aws/aws-sdk-go-v2/aws/middleware" "github.com/aws/aws-sdk-go-v2/aws/signer/v4" "github.com/aws/aws-sdk-go-v2/service/gamelift/types" "github.com/aws/smithy-go/middleware" smithyhttp "github.com/aws/smithy-go/transport/http" ) // This operation is used with the Amazon GameLift FleetIQ solution and game // server groups. Updates information about a registered game server to help Amazon // GameLift FleetIQ to track game server availability. This operation is called by // a game server process that is running on an instance in a game server group. Use // this operation to update the following types of game server information. You can // make all three types of updates in the same request: // - To update the game server's utilization status, identify the game server // and game server group and specify the current utilization status. Use this // status to identify when game servers are currently hosting games and when they // are available to be claimed. // - To report health status, identify the game server and game server group and // set health check to HEALTHY . If a game server does not report health status // for a certain length of time, the game server is no longer considered healthy. // As a result, it will be eventually deregistered from the game server group to // avoid affecting utilization metrics. The best practice is to report health every // 60 seconds. // - To change game server metadata, provide updated game server data. // // Once a game server is successfully updated, the relevant statuses and // timestamps are updated. Learn more Amazon GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) func (c *Client) UpdateGameServer(ctx context.Context, params *UpdateGameServerInput, optFns ...func(*Options)) (*UpdateGameServerOutput, error) { if params == nil { params = &UpdateGameServerInput{} } result, metadata, err := c.invokeOperation(ctx, "UpdateGameServer", params, optFns, c.addOperationUpdateGameServerMiddlewares) if err != nil { return nil, err } out := result.(*UpdateGameServerOutput) out.ResultMetadata = metadata return out, nil } type UpdateGameServerInput struct { // A unique identifier for the game server group where the game server is running. // // This member is required. GameServerGroupName *string // A custom string that uniquely identifies the game server to update. // // This member is required. GameServerId *string // A set of custom game server properties, formatted as a single string value. // This data is passed to a game client or service when it requests information on // game servers. GameServerData *string // Indicates health status of the game server. A request that includes this // parameter updates the game server's LastHealthCheckTime timestamp. HealthCheck types.GameServerHealthCheck // Indicates whether the game server is available or is currently hosting gameplay. UtilizationStatus types.GameServerUtilizationStatus noSmithyDocumentSerde } type UpdateGameServerOutput struct { // Object that describes the newly updated game server. GameServer *types.GameServer // Metadata pertaining to the operation's result. ResultMetadata middleware.Metadata noSmithyDocumentSerde } func (c *Client) addOperationUpdateGameServerMiddlewares(stack *middleware.Stack, options Options) (err error) { err = stack.Serialize.Add(&awsAwsjson11_serializeOpUpdateGameServer{}, middleware.After) if err != nil { return err } err = stack.Deserialize.Add(&awsAwsjson11_deserializeOpUpdateGameServer{}, middleware.After) if err != nil { return err } if err = addSetLoggerMiddleware(stack, options); err != nil { return err } if err = awsmiddleware.AddClientRequestIDMiddleware(stack); err != nil { return err } if err = smithyhttp.AddComputeContentLengthMiddleware(stack); err != nil { return err } if err = addResolveEndpointMiddleware(stack, options); err != nil { return err } if err = v4.AddComputePayloadSHA256Middleware(stack); err != nil { return err } if err = addRetryMiddlewares(stack, options); err != nil { return err } if err = addHTTPSignerV4Middleware(stack, options); err != nil { return err } if err = awsmiddleware.AddRawResponseToMetadata(stack); err != nil { return err } if err = awsmiddleware.AddRecordResponseTiming(stack); err != nil { return err } if err = addClientUserAgent(stack, options); err != nil { return err } if err = smithyhttp.AddErrorCloseResponseBodyMiddleware(stack); err != nil { return err } if err = smithyhttp.AddCloseResponseBodyMiddleware(stack); err != nil { return err } if err = addOpUpdateGameServerValidationMiddleware(stack); err != nil { return err } if err = stack.Initialize.Add(newServiceMetadataMiddleware_opUpdateGameServer(options.Region), middleware.Before); err != nil { return err } if err = awsmiddleware.AddRecursionDetection(stack); err != nil { return err } if err = addRequestIDRetrieverMiddleware(stack); err != nil { return err } if err = addResponseErrorMiddleware(stack); err != nil { return err } if err = addRequestResponseLogging(stack, options); err != nil { return err } return nil } func newServiceMetadataMiddleware_opUpdateGameServer(region string) *awsmiddleware.RegisterServiceMetadata { return &awsmiddleware.RegisterServiceMetadata{ Region: region, ServiceID: ServiceID, SigningName: "gamelift", OperationName: "UpdateGameServer", } }