// Creates a multiplayer game session for players. This operation 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.
//
// * CreateGameSession
//
// * DescribeGameSessions
//
// *
// DescribeGameSessionDetails
//
// * SearchGameSessions
//
// * UpdateGameSession
//
// *
// GetGameSessionLogUrl
//
// * Game session placements
//
// * StartGameSessionPlacement
//
// *
// DescribeGameSessionPlacement
//
// * StopGameSessionPlacement
Creates a multiplayer game session for players. This operation 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.

CreateGameSession

DescribeGameSessions

DescribeGameSessionDetails

SearchGameSessions

UpdateGameSession

GetGameSessionLogUrl

Game session placements

StartGameSessionPlacement

DescribeGameSessionPlacement

StopGameSessionPlacement
// Creates a multiplayer game session for players . This operation 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 . // // * CreateGameSession // // * DescribeGameSessions // // * // DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * // GetGameSessionLogUrl // // * Game session placements // // * StartGameSessionPlacement // // * // DescribeGameSessionPlacement // // * StopGameSessionPlacement
func (c *Client) CreateGameSession(ctx context.Context, params *CreateGameSessionInput, optFns ...func(*Options)) (*CreateGameSessionOutput, error) {
	if params == nil {
		params = &CreateGameSessionInput{}
	}
	result, metadata, err := c.invokeOperation(ctx, "CreateGameSession", params, optFns, addOperationCreateGameSessionMiddlewares)
	if err != nil {
		return nil, err
	}
	out := result.(*CreateGameSessionOutput)
	out.ResultMetadata = metadata
	return out, nil
}
func ( c * Client ) CreateGameSession ( ctx context . Context , params * CreateGameSessionInput , optFns ... func ( * Options ) ) ( * CreateGameSessionOutput , error ) { if params == nil { params = & CreateGameSessionInput { } } result , metadata , err := c . invokeOperation ( ctx , " " , params , optFns , addOperationCreateGameSessionMiddlewares ) if err != nil { return nil , err } out := result . ( * CreateGameSessionOutput ) out . ResultMetadata = metadata return out , nil }
Creates a multiplayer game session for players.
Creates a multiplayer game session for players .