Awso_gamelift_lwtSourceval accept_match :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.AcceptMatchInput.t ->
(Awso_gamelift.Values.AcceptMatchOutput.t,
Awso_gamelift.Values.AcceptMatchOutput.error)
Result.t
Lwt.tval claim_game_server :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.ClaimGameServerInput.t ->
(Awso_gamelift.Values.ClaimGameServerOutput.t,
Awso_gamelift.Values.ClaimGameServerOutput.error)
Result.t
Lwt.tval create_alias :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.CreateAliasInput.t ->
(Awso_gamelift.Values.CreateAliasOutput.t,
Awso_gamelift.Values.CreateAliasOutput.error)
Result.t
Lwt.tval create_build :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.CreateBuildInput.t ->
(Awso_gamelift.Values.CreateBuildOutput.t,
Awso_gamelift.Values.CreateBuildOutput.error)
Result.t
Lwt.tval create_container_fleet :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.CreateContainerFleetInput.t ->
(Awso_gamelift.Values.CreateContainerFleetOutput.t,
Awso_gamelift.Values.CreateContainerFleetOutput.error)
Result.t
Lwt.tval create_container_group_definition :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.CreateContainerGroupDefinitionInput.t ->
(Awso_gamelift.Values.CreateContainerGroupDefinitionOutput.t,
Awso_gamelift.Values.CreateContainerGroupDefinitionOutput.error)
Result.t
Lwt.tval create_fleet :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.CreateFleetInput.t ->
(Awso_gamelift.Values.CreateFleetOutput.t,
Awso_gamelift.Values.CreateFleetOutput.error)
Result.t
Lwt.tval create_fleet_locations :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.CreateFleetLocationsInput.t ->
(Awso_gamelift.Values.CreateFleetLocationsOutput.t,
Awso_gamelift.Values.CreateFleetLocationsOutput.error)
Result.t
Lwt.tval create_game_server_group :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.CreateGameServerGroupInput.t ->
(Awso_gamelift.Values.CreateGameServerGroupOutput.t,
Awso_gamelift.Values.CreateGameServerGroupOutput.error)
Result.t
Lwt.tval create_game_session :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.CreateGameSessionInput.t ->
(Awso_gamelift.Values.CreateGameSessionOutput.t,
Awso_gamelift.Values.CreateGameSessionOutput.error)
Result.t
Lwt.tval create_game_session_queue :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.CreateGameSessionQueueInput.t ->
(Awso_gamelift.Values.CreateGameSessionQueueOutput.t,
Awso_gamelift.Values.CreateGameSessionQueueOutput.error)
Result.t
Lwt.tval create_location :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.CreateLocationInput.t ->
(Awso_gamelift.Values.CreateLocationOutput.t,
Awso_gamelift.Values.CreateLocationOutput.error)
Result.t
Lwt.tval create_matchmaking_configuration :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.CreateMatchmakingConfigurationInput.t ->
(Awso_gamelift.Values.CreateMatchmakingConfigurationOutput.t,
Awso_gamelift.Values.CreateMatchmakingConfigurationOutput.error)
Result.t
Lwt.tval create_matchmaking_rule_set :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.CreateMatchmakingRuleSetInput.t ->
(Awso_gamelift.Values.CreateMatchmakingRuleSetOutput.t,
Awso_gamelift.Values.CreateMatchmakingRuleSetOutput.error)
Result.t
Lwt.tval create_player_session :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.CreatePlayerSessionInput.t ->
(Awso_gamelift.Values.CreatePlayerSessionOutput.t,
Awso_gamelift.Values.CreatePlayerSessionOutput.error)
Result.t
Lwt.tval create_player_sessions :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.CreatePlayerSessionsInput.t ->
(Awso_gamelift.Values.CreatePlayerSessionsOutput.t,
Awso_gamelift.Values.CreatePlayerSessionsOutput.error)
Result.t
Lwt.tval create_script :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.CreateScriptInput.t ->
(Awso_gamelift.Values.CreateScriptOutput.t,
Awso_gamelift.Values.CreateScriptOutput.error)
Result.t
Lwt.tval create_vpc_peering_authorization :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.CreateVpcPeeringAuthorizationInput.t ->
(Awso_gamelift.Values.CreateVpcPeeringAuthorizationOutput.t,
Awso_gamelift.Values.CreateVpcPeeringAuthorizationOutput.error)
Result.t
Lwt.tval create_vpc_peering_connection :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.CreateVpcPeeringConnectionInput.t ->
(Awso_gamelift.Values.CreateVpcPeeringConnectionOutput.t,
Awso_gamelift.Values.CreateVpcPeeringConnectionOutput.error)
Result.t
Lwt.tval delete_alias :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DeleteAliasInput.t ->
(unit, unit) Result.t Lwt.tval delete_build :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DeleteBuildInput.t ->
(unit, unit) Result.t Lwt.tval delete_container_fleet :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DeleteContainerFleetInput.t ->
(Awso_gamelift.Values.DeleteContainerFleetOutput.t,
Awso_gamelift.Values.DeleteContainerFleetOutput.error)
Result.t
Lwt.tval delete_container_group_definition :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DeleteContainerGroupDefinitionInput.t ->
(Awso_gamelift.Values.DeleteContainerGroupDefinitionOutput.t,
Awso_gamelift.Values.DeleteContainerGroupDefinitionOutput.error)
Result.t
Lwt.tval delete_fleet :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DeleteFleetInput.t ->
(unit, unit) Result.t Lwt.tval delete_fleet_locations :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DeleteFleetLocationsInput.t ->
(Awso_gamelift.Values.DeleteFleetLocationsOutput.t,
Awso_gamelift.Values.DeleteFleetLocationsOutput.error)
Result.t
Lwt.tval delete_game_server_group :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DeleteGameServerGroupInput.t ->
(Awso_gamelift.Values.DeleteGameServerGroupOutput.t,
Awso_gamelift.Values.DeleteGameServerGroupOutput.error)
Result.t
Lwt.tval delete_game_session_queue :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DeleteGameSessionQueueInput.t ->
(Awso_gamelift.Values.DeleteGameSessionQueueOutput.t,
Awso_gamelift.Values.DeleteGameSessionQueueOutput.error)
Result.t
Lwt.tval delete_location :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DeleteLocationInput.t ->
(Awso_gamelift.Values.DeleteLocationOutput.t,
Awso_gamelift.Values.DeleteLocationOutput.error)
Result.t
Lwt.tval delete_matchmaking_configuration :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DeleteMatchmakingConfigurationInput.t ->
(Awso_gamelift.Values.DeleteMatchmakingConfigurationOutput.t,
Awso_gamelift.Values.DeleteMatchmakingConfigurationOutput.error)
Result.t
Lwt.tval delete_matchmaking_rule_set :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DeleteMatchmakingRuleSetInput.t ->
(Awso_gamelift.Values.DeleteMatchmakingRuleSetOutput.t,
Awso_gamelift.Values.DeleteMatchmakingRuleSetOutput.error)
Result.t
Lwt.tval delete_scaling_policy :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DeleteScalingPolicyInput.t ->
(unit, unit) Result.t Lwt.tval delete_script :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DeleteScriptInput.t ->
(unit, unit) Result.t Lwt.tval delete_vpc_peering_authorization :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DeleteVpcPeeringAuthorizationInput.t ->
(Awso_gamelift.Values.DeleteVpcPeeringAuthorizationOutput.t,
Awso_gamelift.Values.DeleteVpcPeeringAuthorizationOutput.error)
Result.t
Lwt.tval delete_vpc_peering_connection :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DeleteVpcPeeringConnectionInput.t ->
(Awso_gamelift.Values.DeleteVpcPeeringConnectionOutput.t,
Awso_gamelift.Values.DeleteVpcPeeringConnectionOutput.error)
Result.t
Lwt.tval deregister_compute :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DeregisterComputeInput.t ->
(Awso_gamelift.Values.DeregisterComputeOutput.t,
Awso_gamelift.Values.DeregisterComputeOutput.error)
Result.t
Lwt.tval deregister_game_server :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DeregisterGameServerInput.t ->
(unit, unit) Result.t Lwt.tval describe_alias :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeAliasInput.t ->
(Awso_gamelift.Values.DescribeAliasOutput.t,
Awso_gamelift.Values.DescribeAliasOutput.error)
Result.t
Lwt.tval describe_build :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeBuildInput.t ->
(Awso_gamelift.Values.DescribeBuildOutput.t,
Awso_gamelift.Values.DescribeBuildOutput.error)
Result.t
Lwt.tval describe_compute :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeComputeInput.t ->
(Awso_gamelift.Values.DescribeComputeOutput.t,
Awso_gamelift.Values.DescribeComputeOutput.error)
Result.t
Lwt.tval describe_container_fleet :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeContainerFleetInput.t ->
(Awso_gamelift.Values.DescribeContainerFleetOutput.t,
Awso_gamelift.Values.DescribeContainerFleetOutput.error)
Result.t
Lwt.tval describe_container_group_definition :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeContainerGroupDefinitionInput.t ->
(Awso_gamelift.Values.DescribeContainerGroupDefinitionOutput.t,
Awso_gamelift.Values.DescribeContainerGroupDefinitionOutput.error)
Result.t
Lwt.tval describe_container_group_port_mappings :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeContainerGroupPortMappingsInput.t ->
(Awso_gamelift.Values.DescribeContainerGroupPortMappingsOutput.t,
Awso_gamelift.Values.DescribeContainerGroupPortMappingsOutput.error)
Result.t
Lwt.tval describe_e_c2_instance_limits :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeEC2InstanceLimitsInput.t ->
(Awso_gamelift.Values.DescribeEC2InstanceLimitsOutput.t,
Awso_gamelift.Values.DescribeEC2InstanceLimitsOutput.error)
Result.t
Lwt.tval describe_fleet_attributes :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeFleetAttributesInput.t ->
(Awso_gamelift.Values.DescribeFleetAttributesOutput.t,
Awso_gamelift.Values.DescribeFleetAttributesOutput.error)
Result.t
Lwt.tval describe_fleet_capacity :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeFleetCapacityInput.t ->
(Awso_gamelift.Values.DescribeFleetCapacityOutput.t,
Awso_gamelift.Values.DescribeFleetCapacityOutput.error)
Result.t
Lwt.tval describe_fleet_deployment :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeFleetDeploymentInput.t ->
(Awso_gamelift.Values.DescribeFleetDeploymentOutput.t,
Awso_gamelift.Values.DescribeFleetDeploymentOutput.error)
Result.t
Lwt.tval describe_fleet_events :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeFleetEventsInput.t ->
(Awso_gamelift.Values.DescribeFleetEventsOutput.t,
Awso_gamelift.Values.DescribeFleetEventsOutput.error)
Result.t
Lwt.tval describe_fleet_location_attributes :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeFleetLocationAttributesInput.t ->
(Awso_gamelift.Values.DescribeFleetLocationAttributesOutput.t,
Awso_gamelift.Values.DescribeFleetLocationAttributesOutput.error)
Result.t
Lwt.tval describe_fleet_location_capacity :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeFleetLocationCapacityInput.t ->
(Awso_gamelift.Values.DescribeFleetLocationCapacityOutput.t,
Awso_gamelift.Values.DescribeFleetLocationCapacityOutput.error)
Result.t
Lwt.tval describe_fleet_location_utilization :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeFleetLocationUtilizationInput.t ->
(Awso_gamelift.Values.DescribeFleetLocationUtilizationOutput.t,
Awso_gamelift.Values.DescribeFleetLocationUtilizationOutput.error)
Result.t
Lwt.tval describe_fleet_port_settings :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeFleetPortSettingsInput.t ->
(Awso_gamelift.Values.DescribeFleetPortSettingsOutput.t,
Awso_gamelift.Values.DescribeFleetPortSettingsOutput.error)
Result.t
Lwt.tval describe_fleet_utilization :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeFleetUtilizationInput.t ->
(Awso_gamelift.Values.DescribeFleetUtilizationOutput.t,
Awso_gamelift.Values.DescribeFleetUtilizationOutput.error)
Result.t
Lwt.tval describe_game_server :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeGameServerInput.t ->
(Awso_gamelift.Values.DescribeGameServerOutput.t,
Awso_gamelift.Values.DescribeGameServerOutput.error)
Result.t
Lwt.tval describe_game_server_group :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeGameServerGroupInput.t ->
(Awso_gamelift.Values.DescribeGameServerGroupOutput.t,
Awso_gamelift.Values.DescribeGameServerGroupOutput.error)
Result.t
Lwt.tval describe_game_server_instances :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeGameServerInstancesInput.t ->
(Awso_gamelift.Values.DescribeGameServerInstancesOutput.t,
Awso_gamelift.Values.DescribeGameServerInstancesOutput.error)
Result.t
Lwt.tval describe_game_session_details :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeGameSessionDetailsInput.t ->
(Awso_gamelift.Values.DescribeGameSessionDetailsOutput.t,
Awso_gamelift.Values.DescribeGameSessionDetailsOutput.error)
Result.t
Lwt.tval describe_game_session_placement :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeGameSessionPlacementInput.t ->
(Awso_gamelift.Values.DescribeGameSessionPlacementOutput.t,
Awso_gamelift.Values.DescribeGameSessionPlacementOutput.error)
Result.t
Lwt.tval describe_game_session_queues :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeGameSessionQueuesInput.t ->
(Awso_gamelift.Values.DescribeGameSessionQueuesOutput.t,
Awso_gamelift.Values.DescribeGameSessionQueuesOutput.error)
Result.t
Lwt.tval describe_game_sessions :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeGameSessionsInput.t ->
(Awso_gamelift.Values.DescribeGameSessionsOutput.t,
Awso_gamelift.Values.DescribeGameSessionsOutput.error)
Result.t
Lwt.tval describe_instances :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeInstancesInput.t ->
(Awso_gamelift.Values.DescribeInstancesOutput.t,
Awso_gamelift.Values.DescribeInstancesOutput.error)
Result.t
Lwt.tval describe_matchmaking :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeMatchmakingInput.t ->
(Awso_gamelift.Values.DescribeMatchmakingOutput.t,
Awso_gamelift.Values.DescribeMatchmakingOutput.error)
Result.t
Lwt.tval describe_matchmaking_configurations :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeMatchmakingConfigurationsInput.t ->
(Awso_gamelift.Values.DescribeMatchmakingConfigurationsOutput.t,
Awso_gamelift.Values.DescribeMatchmakingConfigurationsOutput.error)
Result.t
Lwt.tval describe_matchmaking_rule_sets :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeMatchmakingRuleSetsInput.t ->
(Awso_gamelift.Values.DescribeMatchmakingRuleSetsOutput.t,
Awso_gamelift.Values.DescribeMatchmakingRuleSetsOutput.error)
Result.t
Lwt.tval describe_player_sessions :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribePlayerSessionsInput.t ->
(Awso_gamelift.Values.DescribePlayerSessionsOutput.t,
Awso_gamelift.Values.DescribePlayerSessionsOutput.error)
Result.t
Lwt.tval describe_runtime_configuration :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeRuntimeConfigurationInput.t ->
(Awso_gamelift.Values.DescribeRuntimeConfigurationOutput.t,
Awso_gamelift.Values.DescribeRuntimeConfigurationOutput.error)
Result.t
Lwt.tval describe_scaling_policies :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeScalingPoliciesInput.t ->
(Awso_gamelift.Values.DescribeScalingPoliciesOutput.t,
Awso_gamelift.Values.DescribeScalingPoliciesOutput.error)
Result.t
Lwt.tval describe_script :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeScriptInput.t ->
(Awso_gamelift.Values.DescribeScriptOutput.t,
Awso_gamelift.Values.DescribeScriptOutput.error)
Result.t
Lwt.tval describe_vpc_peering_authorizations :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeVpcPeeringAuthorizationsInput.t ->
(Awso_gamelift.Values.DescribeVpcPeeringAuthorizationsOutput.t,
Awso_gamelift.Values.DescribeVpcPeeringAuthorizationsOutput.error)
Result.t
Lwt.tval describe_vpc_peering_connections :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.DescribeVpcPeeringConnectionsInput.t ->
(Awso_gamelift.Values.DescribeVpcPeeringConnectionsOutput.t,
Awso_gamelift.Values.DescribeVpcPeeringConnectionsOutput.error)
Result.t
Lwt.tval get_compute_access :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.GetComputeAccessInput.t ->
(Awso_gamelift.Values.GetComputeAccessOutput.t,
Awso_gamelift.Values.GetComputeAccessOutput.error)
Result.t
Lwt.tval get_compute_auth_token :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.GetComputeAuthTokenInput.t ->
(Awso_gamelift.Values.GetComputeAuthTokenOutput.t,
Awso_gamelift.Values.GetComputeAuthTokenOutput.error)
Result.t
Lwt.tval get_game_session_log_url :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.GetGameSessionLogUrlInput.t ->
(Awso_gamelift.Values.GetGameSessionLogUrlOutput.t,
Awso_gamelift.Values.GetGameSessionLogUrlOutput.error)
Result.t
Lwt.tval get_instance_access :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.GetInstanceAccessInput.t ->
(Awso_gamelift.Values.GetInstanceAccessOutput.t,
Awso_gamelift.Values.GetInstanceAccessOutput.error)
Result.t
Lwt.tval get_player_connection_details :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.GetPlayerConnectionDetailsInput.t ->
(Awso_gamelift.Values.GetPlayerConnectionDetailsOutput.t,
Awso_gamelift.Values.GetPlayerConnectionDetailsOutput.error)
Result.t
Lwt.tval list_aliases :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.ListAliasesInput.t ->
(Awso_gamelift.Values.ListAliasesOutput.t,
Awso_gamelift.Values.ListAliasesOutput.error)
Result.t
Lwt.tval list_builds :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.ListBuildsInput.t ->
(Awso_gamelift.Values.ListBuildsOutput.t,
Awso_gamelift.Values.ListBuildsOutput.error)
Result.t
Lwt.tval list_compute :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.ListComputeInput.t ->
(Awso_gamelift.Values.ListComputeOutput.t,
Awso_gamelift.Values.ListComputeOutput.error)
Result.t
Lwt.tval list_container_fleets :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.ListContainerFleetsInput.t ->
(Awso_gamelift.Values.ListContainerFleetsOutput.t,
Awso_gamelift.Values.ListContainerFleetsOutput.error)
Result.t
Lwt.tval list_container_group_definition_versions :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.ListContainerGroupDefinitionVersionsInput.t ->
(Awso_gamelift.Values.ListContainerGroupDefinitionVersionsOutput.t,
Awso_gamelift.Values.ListContainerGroupDefinitionVersionsOutput.error)
Result.t
Lwt.tval list_container_group_definitions :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.ListContainerGroupDefinitionsInput.t ->
(Awso_gamelift.Values.ListContainerGroupDefinitionsOutput.t,
Awso_gamelift.Values.ListContainerGroupDefinitionsOutput.error)
Result.t
Lwt.tval list_fleet_deployments :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.ListFleetDeploymentsInput.t ->
(Awso_gamelift.Values.ListFleetDeploymentsOutput.t,
Awso_gamelift.Values.ListFleetDeploymentsOutput.error)
Result.t
Lwt.tval list_fleets :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.ListFleetsInput.t ->
(Awso_gamelift.Values.ListFleetsOutput.t,
Awso_gamelift.Values.ListFleetsOutput.error)
Result.t
Lwt.tval list_game_server_groups :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.ListGameServerGroupsInput.t ->
(Awso_gamelift.Values.ListGameServerGroupsOutput.t,
Awso_gamelift.Values.ListGameServerGroupsOutput.error)
Result.t
Lwt.tval list_game_servers :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.ListGameServersInput.t ->
(Awso_gamelift.Values.ListGameServersOutput.t,
Awso_gamelift.Values.ListGameServersOutput.error)
Result.t
Lwt.tval list_locations :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.ListLocationsInput.t ->
(Awso_gamelift.Values.ListLocationsOutput.t,
Awso_gamelift.Values.ListLocationsOutput.error)
Result.t
Lwt.tval list_scripts :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.ListScriptsInput.t ->
(Awso_gamelift.Values.ListScriptsOutput.t,
Awso_gamelift.Values.ListScriptsOutput.error)
Result.t
Lwt.tval list_tags_for_resource :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.ListTagsForResourceRequest.t ->
(Awso_gamelift.Values.ListTagsForResourceResponse.t,
Awso_gamelift.Values.ListTagsForResourceResponse.error)
Result.t
Lwt.tval put_scaling_policy :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.PutScalingPolicyInput.t ->
(Awso_gamelift.Values.PutScalingPolicyOutput.t,
Awso_gamelift.Values.PutScalingPolicyOutput.error)
Result.t
Lwt.tval register_compute :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.RegisterComputeInput.t ->
(Awso_gamelift.Values.RegisterComputeOutput.t,
Awso_gamelift.Values.RegisterComputeOutput.error)
Result.t
Lwt.tval register_game_server :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.RegisterGameServerInput.t ->
(Awso_gamelift.Values.RegisterGameServerOutput.t,
Awso_gamelift.Values.RegisterGameServerOutput.error)
Result.t
Lwt.tval request_upload_credentials :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.RequestUploadCredentialsInput.t ->
(Awso_gamelift.Values.RequestUploadCredentialsOutput.t,
Awso_gamelift.Values.RequestUploadCredentialsOutput.error)
Result.t
Lwt.tval resolve_alias :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.ResolveAliasInput.t ->
(Awso_gamelift.Values.ResolveAliasOutput.t,
Awso_gamelift.Values.ResolveAliasOutput.error)
Result.t
Lwt.tval resume_game_server_group :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.ResumeGameServerGroupInput.t ->
(Awso_gamelift.Values.ResumeGameServerGroupOutput.t,
Awso_gamelift.Values.ResumeGameServerGroupOutput.error)
Result.t
Lwt.tval search_game_sessions :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.SearchGameSessionsInput.t ->
(Awso_gamelift.Values.SearchGameSessionsOutput.t,
Awso_gamelift.Values.SearchGameSessionsOutput.error)
Result.t
Lwt.tval start_fleet_actions :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.StartFleetActionsInput.t ->
(Awso_gamelift.Values.StartFleetActionsOutput.t,
Awso_gamelift.Values.StartFleetActionsOutput.error)
Result.t
Lwt.tval start_game_session_placement :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.StartGameSessionPlacementInput.t ->
(Awso_gamelift.Values.StartGameSessionPlacementOutput.t,
Awso_gamelift.Values.StartGameSessionPlacementOutput.error)
Result.t
Lwt.tval start_match_backfill :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.StartMatchBackfillInput.t ->
(Awso_gamelift.Values.StartMatchBackfillOutput.t,
Awso_gamelift.Values.StartMatchBackfillOutput.error)
Result.t
Lwt.tval start_matchmaking :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.StartMatchmakingInput.t ->
(Awso_gamelift.Values.StartMatchmakingOutput.t,
Awso_gamelift.Values.StartMatchmakingOutput.error)
Result.t
Lwt.tval stop_fleet_actions :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.StopFleetActionsInput.t ->
(Awso_gamelift.Values.StopFleetActionsOutput.t,
Awso_gamelift.Values.StopFleetActionsOutput.error)
Result.t
Lwt.tval stop_game_session_placement :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.StopGameSessionPlacementInput.t ->
(Awso_gamelift.Values.StopGameSessionPlacementOutput.t,
Awso_gamelift.Values.StopGameSessionPlacementOutput.error)
Result.t
Lwt.tval stop_matchmaking :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.StopMatchmakingInput.t ->
(Awso_gamelift.Values.StopMatchmakingOutput.t,
Awso_gamelift.Values.StopMatchmakingOutput.error)
Result.t
Lwt.tval suspend_game_server_group :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.SuspendGameServerGroupInput.t ->
(Awso_gamelift.Values.SuspendGameServerGroupOutput.t,
Awso_gamelift.Values.SuspendGameServerGroupOutput.error)
Result.t
Lwt.tval tag_resource :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.TagResourceRequest.t ->
(Awso_gamelift.Values.TagResourceResponse.t,
Awso_gamelift.Values.TagResourceResponse.error)
Result.t
Lwt.tval terminate_game_session :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.TerminateGameSessionInput.t ->
(Awso_gamelift.Values.TerminateGameSessionOutput.t,
Awso_gamelift.Values.TerminateGameSessionOutput.error)
Result.t
Lwt.tval untag_resource :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.UntagResourceRequest.t ->
(Awso_gamelift.Values.UntagResourceResponse.t,
Awso_gamelift.Values.UntagResourceResponse.error)
Result.t
Lwt.tval update_alias :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.UpdateAliasInput.t ->
(Awso_gamelift.Values.UpdateAliasOutput.t,
Awso_gamelift.Values.UpdateAliasOutput.error)
Result.t
Lwt.tval update_build :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.UpdateBuildInput.t ->
(Awso_gamelift.Values.UpdateBuildOutput.t,
Awso_gamelift.Values.UpdateBuildOutput.error)
Result.t
Lwt.tval update_container_fleet :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.UpdateContainerFleetInput.t ->
(Awso_gamelift.Values.UpdateContainerFleetOutput.t,
Awso_gamelift.Values.UpdateContainerFleetOutput.error)
Result.t
Lwt.tval update_container_group_definition :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.UpdateContainerGroupDefinitionInput.t ->
(Awso_gamelift.Values.UpdateContainerGroupDefinitionOutput.t,
Awso_gamelift.Values.UpdateContainerGroupDefinitionOutput.error)
Result.t
Lwt.tval update_fleet_attributes :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.UpdateFleetAttributesInput.t ->
(Awso_gamelift.Values.UpdateFleetAttributesOutput.t,
Awso_gamelift.Values.UpdateFleetAttributesOutput.error)
Result.t
Lwt.tval update_fleet_capacity :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.UpdateFleetCapacityInput.t ->
(Awso_gamelift.Values.UpdateFleetCapacityOutput.t,
Awso_gamelift.Values.UpdateFleetCapacityOutput.error)
Result.t
Lwt.tval update_fleet_port_settings :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.UpdateFleetPortSettingsInput.t ->
(Awso_gamelift.Values.UpdateFleetPortSettingsOutput.t,
Awso_gamelift.Values.UpdateFleetPortSettingsOutput.error)
Result.t
Lwt.tval update_game_server :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.UpdateGameServerInput.t ->
(Awso_gamelift.Values.UpdateGameServerOutput.t,
Awso_gamelift.Values.UpdateGameServerOutput.error)
Result.t
Lwt.tval update_game_server_group :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.UpdateGameServerGroupInput.t ->
(Awso_gamelift.Values.UpdateGameServerGroupOutput.t,
Awso_gamelift.Values.UpdateGameServerGroupOutput.error)
Result.t
Lwt.tval update_game_session :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.UpdateGameSessionInput.t ->
(Awso_gamelift.Values.UpdateGameSessionOutput.t,
Awso_gamelift.Values.UpdateGameSessionOutput.error)
Result.t
Lwt.tval update_game_session_queue :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.UpdateGameSessionQueueInput.t ->
(Awso_gamelift.Values.UpdateGameSessionQueueOutput.t,
Awso_gamelift.Values.UpdateGameSessionQueueOutput.error)
Result.t
Lwt.tval update_matchmaking_configuration :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.UpdateMatchmakingConfigurationInput.t ->
(Awso_gamelift.Values.UpdateMatchmakingConfigurationOutput.t,
Awso_gamelift.Values.UpdateMatchmakingConfigurationOutput.error)
Result.t
Lwt.tval update_runtime_configuration :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.UpdateRuntimeConfigurationInput.t ->
(Awso_gamelift.Values.UpdateRuntimeConfigurationOutput.t,
Awso_gamelift.Values.UpdateRuntimeConfigurationOutput.error)
Result.t
Lwt.tval update_script :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.UpdateScriptInput.t ->
(Awso_gamelift.Values.UpdateScriptOutput.t,
Awso_gamelift.Values.UpdateScriptOutput.error)
Result.t
Lwt.tval validate_matchmaking_rule_set :
?endpoint_url:string ->
?cfg:Awso.Cfg.t ->
Awso_gamelift.Values.ValidateMatchmakingRuleSetInput.t ->
(Awso_gamelift.Values.ValidateMatchmakingRuleSetOutput.t,
Awso_gamelift.Values.ValidateMatchmakingRuleSetOutput.error)
Result.t
Lwt.tinclude module type of struct include Awso_gamelift.Values endval structure_to_value_aux :
('a * 'b option) list ->
f:(('a * 'b) list -> 'c) ->
[> `Structure of 'c ]val structure_to_wrapped_value :
wrapper:'a ->
response:'a ->
('b * 'c option) list ->
[> `Structure of ('a * [> `Structure of ('b * 'c) list ]) list ]A set of one or more port numbers that can be opened on the container, and the supported network protocol. Part of: ContainerPortConfiguration
A container's dependency on another container in the same container group. The dependency impacts how the dependent container is able to start or shut down based the status of the other container. For example, ContainerA is configured with the following dependency: a START dependency on ContainerB. This means that ContainerA can't start until ContainerB has started. It also means that ContainerA must shut down before ContainerB. Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput
An environment variable to set inside a container, in the form of a key-value pair. Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput
A mount point that binds a container to a file or directory on the host system. Part of: GameServerContainerDefinition, https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameServerContainerDefinitionInput.html, SupportContainerDefinition, https://docs.aws.amazon.com/gamelift/latest/apireference/API_SupportContainerDefinitionInput.html
Values for use in player attribute key-value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each AttributeValue object can use only one of the available properties.
Instructions on when and how to check the health of a support container in a container fleet. These properties override any Docker health checks that are set in the container image. For more information on container health checks, see HealthCheck command in the Amazon Elastic Container Service API. Game server containers don't have a health check parameter; Amazon GameLift Servers automatically handles health checks for these containers. The following example instructs the container to initiate a health check command every 60 seconds and wait 10 seconds for it to succeed. If it fails, retry the command 3 times before flagging the container as unhealthy. It also tells the container to wait 100 seconds after launch before counting failed health checks. {"Command": [ "CMD-SHELL", "ps cax | grep "processmanager" || exit 1" ], "Interval": 60, "Timeout": 10, "Retries": 3, "StartPeriod": 100 } Part of: SupportContainerDefinition, SupportContainerDefinitionInput
A set of port ranges that can be opened on the container. A process that's running in the container can bind to a port number, making it accessible to inbound traffic when it's mapped to a container fleet's connection port. Each container port range specifies a network protocol. When the configuration supports more than one protocol, we recommend that you use a different range for each protocol. If your ranges have overlapping port numbers, Amazon GameLift Servers maps a duplicated container port number to different connection ports. For example, if you include 1935 in port ranges for both TCP and UDP, it might result in the following mappings: container port 1935 (tcp) => connection port 2001 container port 1935 (udp) => connection port 2002 Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput
Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request. When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot.
This key-value pair can store custom data about a game session. For example, you might use a GameProperty to track a game session's map, level of difficulty, or remaining time. The difficulty level could be specified like this: {"Key": "difficulty", "Value":"Novice"}. You can set game properties when creating a game session. You can also modify game properties of an active game session. When searching for game sessions, you can filter on game property keys and values. You can't delete game properties from a game session. For examples of working with game properties, see Create a game session with properties.
The domain name and port information for a UDP endpoint.
An allowed instance type for a game server group. All game server groups must have at least two instance types defined for it. Amazon GameLift Servers FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.
Data type used for server SDK version.
Describes a support container in a container group. A support container might be in a game server container group or a per-instance container group. Support containers don't run game server processes. You can update a support container definition and deploy the updates to an existing fleet. When creating or updating a game server container group definition, use the property GameServerContainerDefinitionInput. Part of: ContainerGroupDefinition Returned by: DescribeContainerGroupDefinition, ListContainerGroupDefinitions, UpdateContainerGroupDefinition
module ContainerFleetLocationAttributes =
Awso_gamelift.Values.ContainerFleetLocationAttributesDetails about a location in a multi-location container fleet.
A range of IP addresses and port settings that allow inbound traffic to connect to processes on an instance in a fleet. Processes are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. For Amazon GameLift Servers Realtime fleets, Amazon GameLift Servers automatically opens two port ranges, one for TCP messaging and one for UDP.
A unique identifier for a container in a container fleet compute. Returned by: DescribeCompute
Network address(es) and port(s) for connecting to a game session.
Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.
A fleet or alias designated in a game session queue. Queues fulfill requests for new game sessions by placing a new game session on any of the queue's destinations.
Sets a latency cap for individual players when placing a game session. With a latency policy in force, a game session cannot be placed in a fleet location where a player reports latency higher than the cap. Latency policies are used only with placement request that provide player latency information. Player latency policies can be stacked to gradually relax latency requirements over time.
Describes a mapping between a container port and a connection port on a fleet instance. You define container ports in a container group definition. Amazon GameLift Servers assigns connection ports when it deploys the container group to an instance. Part of: ContainerGroupPortMapping
A set of instructions for launching server processes on fleet computes. Server processes run either an executable in a custom game build or a Amazon GameLift Servers Realtime script. Server process configurations are part of a fleet's runtime configuration.
Information about a player session. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.
Regional latency information for a player, used when requesting a new game session. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified Region. The relative difference between a player's latency values for multiple Regions are used to determine which fleets are best suited to place a new game session for the player.
The location in Amazon S3 where build or script files are stored for access by Amazon GameLift Servers.
Information about a UDP ping beacon that can be used to measure network latency between a player device and an Amazon GameLift Servers hosting location.
Set of rules for processing a deployment for a container fleet update.
Describes the game server container in an existing game server container group. A game server container identifies a container image with your game server build. A game server container is automatically considered essential; if an essential container fails, the entire container group restarts. You can update a container definition and deploy the updates to an existing fleet. When creating or updating a game server container group definition, use the property https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameServerContainerDefinitionInput. Part of: ContainerGroupDefinition Returned by: DescribeContainerGroupDefinition, ListContainerGroupDefinitions, UpdateContainerGroupDefinition
The set of port numbers to open on each instance in a container fleet. Connection ports are used by inbound traffic to connect with processes that are running in containers on the fleet. The port range must not overlap with the Amazon GameLift Servers reserved port range 4092-4191. This range is reserved for internal Amazon GameLift Servers services.
module ContainerFleetLocationAttributesList =
Awso_gamelift.Values.ContainerFleetLocationAttributesListInformation about the most recent deployment for the container fleet.
module GameServerContainerGroupsPerInstance =
Awso_gamelift.Values.GameServerContainerGroupsPerInstanceA policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources. The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession request, Amazon GameLift Servers checks that the player (identified by CreatorId) has created fewer than game session limit in the specified time period.
A method for collecting container logs for the fleet. Amazon GameLift Servers saves all standard output for each container in logs, including game session logs. You can select from the following methods:
module MaximumGameServerContainerGroupsPerInstance =
Awso_gamelift.Values.MaximumGameServerContainerGroupsPerInstancemodule ContainerGroupDefinitionNameOrArn =
Awso_gamelift.Values.ContainerGroupDefinitionNameOrArnmodule GameLiftServiceSdkEndpointOutput =
Awso_gamelift.Values.GameLiftServiceSdkEndpointOutputmodule NonBlankAndLengthConstraintString =
Awso_gamelift.Values.NonBlankAndLengthConstraintStringThe routing configuration for a fleet alias. Related actions All APIs by task
Represents status information for a VPC peering connection. Status codes and messages are provided from EC2 (see VpcPeeringConnectionStateReason). Connection status information is also communicated as a fleet event.
Settings for a target-based scaling policy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift Servers to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value.
Data type used for Matchmaking RuleSet ARN.
Connection information for a new game session that is created in response to a start matchmaking request. Once a match is made, the FlexMatch engine creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the matchmaking ticket.
Data type used for Matchmaking Configuration ARN.
module MatchmakingAcceptanceTimeoutInteger =
Awso_gamelift.Values.MatchmakingAcceptanceTimeoutIntegermodule MatchmakingRequestTimeoutInteger =
Awso_gamelift.Values.MatchmakingRequestTimeoutIntegerA list of fleet locations where a game session queue can place new game sessions. You can use a filter to temporarily exclude specific locations from receiving placements. For queues that have multi-location fleets, you can use a filter configuration allow placement with some, but not all, of a fleet's locations.
Custom prioritization settings to use with a game session queue. Prioritization settings determine how the queue selects a game hosting resource to start a new game session. This configuration replaces the default prioritization process for queues. By default, a queue makes game session placements based on the following criteria: When a game session request does not include player latency data, Amazon GameLift Servers places game sessions based on the following priorities: (1) the queue's default destination order, and (2) for multi-location fleets, an alphabetic list of locations. When a game session request includes player latency data, Amazon GameLift Servers re-orders the queue's destinations to make placements where the average player latency is lowest. It reorders based the following priorities: (1) the lowest average latency across all players, (2) the lowest hosting cost, (3) the queue's default destination order, and (4) for multi-location fleets, an alphabetic list of locations.
Properties describing a game session. A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED. Amazon GameLift Servers retains a game session resource for 30 days after the game session ends. You can reuse idempotency token values after this time. Game session logs are retained for 14 days. All APIs by task
A fleet location and its life-cycle state. A location state object might be used to describe a fleet's remote location or home Region. Life-cycle state tracks the progress of launching the first instance in a new location and preparing it for game hosting, and then removing all instances and deleting the location from the fleet. NEW -- A new fleet location has been defined and desired instances is set to 1. DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift Servers is setting up the new fleet location, creating new instances with the game build or Realtime script and starting server processes. ACTIVE -- Hosts can now accept game sessions. ERROR -- An error occurred when downloading, validating, building, or activating the fleet location. DELETING -- Hosts are responding to a delete fleet location request. TERMINATED -- The fleet location no longer exists. NOT_FOUND -- The fleet location was not found. This could be because the custom location was removed or not created.
Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances. Pending and terminating counts are non-zero when the fleet capacity is adjusting to a scaling event or if access to resources is temporarily affected.
The number and status of game server container groups that are deployed across a container fleet. Combine this count with the number of server processes that each game server container group runs to learn how many game sessions the fleet is capable of hosting concurrently. For example, if a fleet has 50 game server container groups, and the game server container in each group runs 1 game server process, then the fleet has the capacity to run host 50 game sessions at a time. Returned by: https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetCapacity.html, https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html
Use ManagedCapacityConfiguration with the "SCALE_TO_AND_FROM_ZERO" ZeroCapacityStrategy to enable Amazon GameLift Servers to fully manage the MinSize value, switching between 0 and 1 based on game session activity. This is ideal for eliminating compute costs during periods of no game activity. It is particularly beneficial during development when you're away from your desk, iterating on builds for extended periods, in production environments serving low-traffic locations, or for games with long, predictable downtime windows. By automatically managing capacity between 0 and 1 instances, you avoid paying for idle instances while maintaining the ability to serve game sessions when demand arrives. Note that while scale-out is triggered immediately upon receiving a game session request, actual game session availability depends on your server process startup time, so this approach works best with multi-location Fleets where cold-start latency is tolerable. With a "MANUAL" ZeroCapacityStrategy Amazon GameLift Servers will not modify Fleet MinSize values automatically and will not scale out from zero instances in response to game sessions.
Amazon GameLift Servers configuration options for your Anywhere fleets.
Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. All instances in a fleet share the same certificate. The certificate can be retrieved by calling the Amazon GameLift Servers Server SDK operation GetInstanceCertificate.
Configuration settings for player gateway. Use these settings to specify advanced options for how player gateway handles connections.
A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources. The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession request, Amazon GameLift Servers checks that the player (identified by CreatorId) has created fewer than game session limit in the specified time period.
module GameSessionActivationTimeoutSeconds =
Awso_gamelift.Values.GameSessionActivationTimeoutSecondsmodule MaxConcurrentGameSessionActivations =
Awso_gamelift.Values.MaxConcurrentGameSessionActivationsDescribes a support container in a container group. You can define a support container in either a game server container group or a per-instance container group. Support containers don't run game server processes. This definition includes container configuration, resources, and start instructions. Use this data type when creating or updating a container group definition. For properties of a deployed support container, see SupportContainerDefinition. Use with: CreateContainerGroupDefinition, UpdateContainerGroupDefinition
A label that you can assign to a Amazon GameLift Servers resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions All APIs by task
An alternate list of prioritized locations for use with a game session queue. When this property is included in a StartGameSessionPlacement request, the alternate list overrides the queue's default location priorities, as defined in the queue's PriorityConfiguration setting (LocationOrder). The override is valid for an individual placement request only. Use this property only with queues that have a PriorityConfiguration setting that prioritizes LOCATION first. A priority configuration override list does not override a queue's FilterConfiguration setting, if the queue has one. Filter configurations are used to limit placements to a subset of the locations in a queue's destinations. If the override list includes a location that's not on in the FilterConfiguration allowed list, Amazon GameLift Servers won't attempt to place a game session there.
Player information for use when creating player sessions using a game session placement request.
Properties describing a Realtime script. Related actions All APIs by task
Properties of a location, which can include its name, ARN (for custom locations), and ping beacon information.
Properties describing a game server that is running on an instance in a game server group. A game server is created by a successful call to RegisterGameServer and deleted by calling DeregisterGameServer. A game server is claimed to host a game session by calling ClaimGameServer.
Properties that describe a game server group resource. A game server group manages certain properties related to a corresponding Amazon EC2 Auto Scaling group. A game server group is created by a successful call to CreateGameServerGroup and deleted by calling DeleteGameServerGroup. Game server group activity can be temporarily suspended and resumed by calling SuspendGameServerGroup and ResumeGameServerGroup, respectively.
Describes a container fleet deployment with updates to the fleet.
The properties that describe a container group resource. You can update all properties of a container group definition properties. Updates to a container group definition are saved as new versions. Used with: CreateContainerGroupDefinition Returned by: DescribeContainerGroupDefinition, ListContainerGroupDefinitions, UpdateContainerGroupDefinition
Describes an Amazon GameLift Servers managed container fleet.
An Amazon GameLift Servers compute resource for hosting your game servers. Computes in an Amazon GameLift Servers fleet differs depending on the fleet's compute type property as follows: For managed EC2 fleets, a compute is an EC2 instance. For Anywhere fleets, a compute is a computing resource that you provide and is registered to the fleet.
Properties describing a custom game build. All APIs by task
Properties that describe an alias resource. Related actions All APIs by task
Connection information for a game client to connect to a game session. This object contains the IP address(es), port(s), and authentication details your game client needs to establish a connection. With player gateway enabled: Contains relay endpoints and a player gateway token. Your game client must prepend player gateway token to each payload for validation and connection through relay endpoints. With player gateway disabled: Contains game server endpoint. Player gateway token and expiration fields are empty.
A set of credentials that allow remote access to an instance in an EC2 managed fleet. These credentials are returned in response to a call to https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetInstanceAccess, which requests access for instances that are running game servers with the Amazon GameLift Servers server SDK version 4.x or earlier.
A unique identifier for a container in a compute on a managed container fleet instance. This information makes it possible to remotely connect to a specific container on a fleet instance. Related to: ContainerAttribute Use with: GetComputeAccess
Represents a peering connection between a VPC on one of your Amazon Web Services accounts and the VPC for your Amazon GameLift Servers fleets. This record may be for an active peering connection or a pending connection that has not yet been established. Related actions All APIs by task
Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift Servers fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued. Related actions All APIs by task
Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.
Represents a player session. Player sessions are created either for a specific game session, or as part of a game session placement or matchmaking request. A player session can represents a reserved player slot in a game session (when status is RESERVED) or actual player activity in a game session (when status is ACTIVE). A player session object, including player data, is automatically passed to a game session when the player connects to the game session and is validated. After the game session ends, player sessions information is retained for 30 days and then removed. Related actions All APIs by task
Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches. A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Build a FlexMatch rule set. Teams -- Required. A rule set must define one or multiple teams for the match and set minimum and maximum team sizes. For example, a rule set might describe a 4x4 match that requires all eight slots to be filled. Player attributes -- Optional. These attributes specify a set of player characteristics to evaluate when looking for a match. Matchmaking requests that use a rule set with player attributes must provide the corresponding attribute values. For example, an attribute might specify a player's skill or level. Rules -- Optional. Rules define how to evaluate potential players for a match based on player attributes. A rule might specify minimum requirements for individual players, teams, or entire matches. For example, a rule might require each player to meet a certain skill level, each team to have at least one player in a certain role, or the match to have a minimum average skill level. or may describe an entire group--such as all teams must be evenly matched or have at least one player in a certain role. Expansions -- Optional. Expansions allow you to relax the rules after a period of time when no acceptable matches are found. This feature lets you balance getting players into games in a reasonable amount of time instead of making them wait indefinitely for the best possible match. For example, you might use an expansion to increase the maximum skill variance between players after 30 seconds.
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.
Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
Represents a virtual computing instance that runs game server processes and hosts game sessions. In Amazon GameLift Servers, one or more instances make up a managed EC2 fleet.
Configuration for a game session placement mechanism that processes requests for new game sessions. A queue can be used on its own or as part of a matchmaking solution.
A game session's properties plus the protection policy currently in force.
Additional properties, including status, that describe an EC2 instance in a game server group. Instance configurations are set with game server group properties (see DescribeGameServerGroup and with the EC2 launch template that was used when creating the game server group. Retrieve game server instances for a game server group by calling DescribeGameServerInstances.
Current resource utilization statistics in a specified fleet or location. The location value might refer to a fleet's remote location or its home region.
Details about a location in a multi-location fleet.
Log entry describing an event that involves Amazon GameLift Servers resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.
For a multi-location container fleet, describes the progress of a deployment across all fleet locations.
Current resource capacity settings for managed EC2 fleets and managed container fleets. For multi-location fleets, location values might refer to a fleet's remote location or its home Region. Returned by: DescribeFleetCapacity, DescribeFleetLocationCapacity, UpdateFleetCapacity
Describes an Amazon GameLift Servers fleet of game hosting resources. Attributes differ based on the fleet's compute type, as follows: EC2 fleet attributes identify a Build resource (for fleets with customer game server builds) or a Script resource (for Amazon GameLift Servers Realtime fleets). Amazon GameLift Servers Anywhere fleets have an abbreviated set of attributes, because most fleet configurations are set directly on the fleet's computes. Attributes include fleet identifiers and descriptive properties, creation/termination time, and fleet status. Returned by: https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetAttributes
The Amazon GameLift Servers service limits for an Amazon EC2 instance type and current utilization. Amazon GameLift Servers allows Amazon Web Services accounts a maximum number of instances, per instance type, per Amazon Web Services Region or location, for use with Amazon GameLift Servers. You can request an limit increase for your account by using the Service limits page in the Amazon GameLift Servers console.
Describes the port mappings for a single container in a container group. Each mapping shows how a container port maps to a connection port on the fleet instance. Returned by: DescribeContainerGroupPortMappings
Settings for a target-based scaling policy as part of a GameServerGroupAutoScalingPolicy . These settings are used to create a target-based policy that tracks the Amazon GameLift Servers FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.
A remote location where a multi-location fleet can deploy game servers for game hosting.
The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
The requested operation is not supported in the Region specified.
The requested resources was not found. The resource was either not created yet or deleted.
The client failed authentication. Clients should not retry such requests.
The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.
The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
A set of instructions that define the set of server processes to run on computes in a fleet. Server processes run either an executable in a custom game build or a Amazon GameLift Servers Realtime script. Amazon GameLift Servers launches the processes, manages their life cycle, and replaces them as needed. Computes check regularly for an updated runtime configuration. An Amazon GameLift Servers instance is limited to 50 processes running concurrently. To calculate the total number of processes defined in a runtime configuration, add the values of the ConcurrentExecutions parameter for each server process. Learn more about Running Multiple Processes on a Fleet.
The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
module InvalidGameSessionStatusException =
Awso_gamelift.Values.InvalidGameSessionStatusExceptionThe requested operation would cause a conflict with the current state of a resource associated with the request and/or the game instance. Resolve the conflict before retrying.
The operation failed because Amazon GameLift Servers has not yet finished validating this compute. We recommend attempting 8 to 10 retries over 3 to 5 minutes with exponential backoffs and jitter.
module GameServerContainerDefinitionInput =
Awso_gamelift.Values.GameServerContainerDefinitionInputDescribes the configuration for a container that runs your game server executable. This definition includes container configuration, resources, and start instructions. Use this data type when creating or updating a game server container group definition. For properties of a deployed container, see GameServerContainerDefinition. A game server container is automatically considered essential; if an essential container fails, the entire container group restarts. Use with: CreateContainerGroupDefinition, UpdateContainerGroupDefinition
module SupportContainerDefinitionInputList =
Awso_gamelift.Values.SupportContainerDefinitionInputListmodule ContainerFleetRemoveAttributeList =
Awso_gamelift.Values.ContainerFleetRemoveAttributeListThe requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
Represents a potential game session placement, including the full details of the original placement request and the current status. If the game session placement status is PENDING, the properties for game session ID/ARN, region, IP address/DNS, and port aren't final. A game session is not active and ready to accept players until placement status reaches FULFILLED. When the placement is in PENDING status, Amazon GameLift Servers may attempt to place a game session multiple times before succeeding. With each attempt it creates a https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameSession object and updates this placement object with the new game session properties.
module TerminalRoutingStrategyException =
Awso_gamelift.Values.TerminalRoutingStrategyExceptionThe 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.
Amazon Web Services account security credentials that allow interactions with Amazon GameLift Servers resources. The credentials are temporary and valid for a limited time span. You can request fresh credentials at any time. Amazon Web Services security credentials consist of three parts: an access key ID, a secret access key, and a session token. You must use all three parts together to authenticate your access requests. You need Amazon Web Services credentials for the following tasks: To upload a game server build directly to Amazon GameLift Servers S3 storage using CreateBuild. To get access for this task, call https://docs.aws.amazon.com/gamelift/latest/apireference/API_RequestUploadCredentials.html. To remotely connect to an active Amazon GameLift Servers fleet instances. To get remote access, call https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetComputeAccess.html.
module ListContainerGroupDefinitionsLimit =
Awso_gamelift.Values.ListContainerGroupDefinitionsLimitmodule ListContainerGroupDefinitionVersionsLimit =
Awso_gamelift.Values.ListContainerGroupDefinitionVersionsLimitInformation and credentials that you can use to remotely connect to an instance in an EC2 managed fleet. This data type is returned in response to a call to https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetInstanceAccess.
module MatchmakingConfigurationNameList =
Awso_gamelift.Values.MatchmakingConfigurationNameListThe game instance is currently full and cannot allow the requested player(s) to join. Clients can retry such requests immediately or after a waiting period.
The specified fleet has no available instances to fulfill a CreateGameSession request. Clients can retry such requests immediately or after a waiting period.
module IdempotentParameterMismatchException =
Awso_gamelift.Values.IdempotentParameterMismatchExceptionA game session with this custom ID string already exists in this fleet. Resolve this conflict before retrying this request.
module GameServerGroupAutoScalingPolicy =
Awso_gamelift.Values.GameServerGroupAutoScalingPolicyConfiguration settings for intelligent automatic scaling that uses target tracking. These settings are used to add an Auto Scaling policy when creating the corresponding Auto Scaling group. After the Auto Scaling group is created, all updates to Auto Scaling policies, including changing this policy and adding or removing other policies, is done directly on the Auto Scaling group.
An Amazon Elastic Compute Cloud launch template that contains configuration settings and game server code to be deployed to all instances in a game server group. The launch template is specified when creating a new game server group.
The specified game server group has no available game servers to fulfill a ClaimGameServer request. Clients can retry such requests immediately or after a waiting period.
Filters which game servers may be claimed when calling ClaimGameServer.
module ValidateMatchmakingRuleSetOutput =
Awso_gamelift.Values.ValidateMatchmakingRuleSetOutputThis API works with the following fleet types: EC2, Anywhere, Container Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string. Learn more Build a rule set
This API works with the following fleet types: EC2, Anywhere, Container Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string. Learn more Build a rule set
This API works with the following fleet types: EC2 Updates Realtime script metadata and content. To update script metadata, specify the script ID and provide updated name and/or version values. To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script. If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift Servers service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions. Learn more Amazon GameLift Servers Amazon GameLift Servers Realtime Related actions All APIs by task
This API works with the following fleet types: EC2 Updates Realtime script metadata and content. To update script metadata, specify the script ID and provide updated name and/or version values. To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script. If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift Servers service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions. Learn more Amazon GameLift Servers Amazon GameLift Servers Realtime Related actions All APIs by task
module UpdateRuntimeConfigurationOutput =
Awso_gamelift.Values.UpdateRuntimeConfigurationOutputThis API works with the following fleet types: EC2 Updates the runtime configuration for the specified fleet. The runtime configuration tells Amazon GameLift Servers how to launch server processes on computes in managed EC2 and Anywhere fleets. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in ACTIVE status. To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration with an updated set of server process configurations. If successful, the fleet's runtime configuration settings are updated. Fleet computes that run game server processes regularly check for and receive updated runtime configurations. The computes immediately take action to comply with the new configuration by launching new server processes or by not replacing existing processes when they shut down. Updating a fleet's runtime configuration never affects existing server processes. Learn more Setting up Amazon GameLift Servers fleets
This API works with the following fleet types: EC2 Updates the runtime configuration for the specified fleet. The runtime configuration tells Amazon GameLift Servers how to launch server processes on computes in managed EC2 and Anywhere fleets. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in ACTIVE status. To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration with an updated set of server process configurations. If successful, the fleet's runtime configuration settings are updated. Fleet computes that run game server processes regularly check for and receive updated runtime configurations. The computes immediately take action to comply with the new configuration by launching new server processes or by not replacing existing processes when they shut down. Updating a fleet's runtime configuration never affects existing server processes. Learn more Setting up Amazon GameLift Servers fleets
module UpdateMatchmakingConfigurationOutput =
Awso_gamelift.Values.UpdateMatchmakingConfigurationOutputThis API works with the following fleet types: EC2, Anywhere, Container Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings. Learn more Design a FlexMatch matchmaker
module UpdateMatchmakingConfigurationInput =
Awso_gamelift.Values.UpdateMatchmakingConfigurationInputThis API works with the following fleet types: EC2, Anywhere, Container Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings. Learn more Design a FlexMatch matchmaker
This API works with the following fleet types: EC2, Anywhere, Container Updates the configuration of a game session queue, which determines how the queue processes new game session requests. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations. Learn more Using Multi-Region Queues
This API works with the following fleet types: EC2, Anywhere, Container Updates the configuration of a game session queue, which determines how the queue processes new game session requests. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations. Learn more Using Multi-Region Queues
This API works with the following fleet types: EC2, Anywhere, Container Updates the mutable properties of a game session. To update a game session, specify the game session ID and the values you want to change. If successful, the updated GameSession object is returned. All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Updates the mutable properties of a game session. To update a game session, specify the game session ID and the values you want to change. If successful, the updated GameSession object is returned. All APIs by task
This API works with the following fleet types: EC2 (FleetIQ) Updates information about a registered game server to help Amazon GameLift Servers FleetIQ 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 from AVAILABLE (when the game server is available to be claimed) to UTILIZED (when the game server is currently hosting games). Identify the game server and game server group and specify the new utilization status. You can't change the status from to UTILIZED to AVAILABLE . 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 Servers FleetIQ Guide
This API works with the following fleet types: EC2 (FleetIQ) Updates information about a registered game server to help Amazon GameLift Servers FleetIQ 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 from AVAILABLE (when the game server is available to be claimed) to UTILIZED (when the game server is currently hosting games). Identify the game server and game server group and specify the new utilization status. You can't change the status from to UTILIZED to AVAILABLE . 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 Servers FleetIQ Guide
This API works with the following fleet types: EC2 (FleetIQ) Updates Amazon GameLift Servers FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts. To update the game server group, specify the game server group ID and provide the updated values. Before applying the updates, the new values are validated to ensure that Amazon GameLift Servers FleetIQ can continue to perform instance balancing activity. If successful, a GameServerGroup object is returned. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: EC2 (FleetIQ) Updates Amazon GameLift Servers FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts. To update the game server group, specify the game server group ID and provide the updated values. Before applying the updates, the new values are validated to ensure that Amazon GameLift Servers FleetIQ can continue to perform instance balancing activity. If successful, a GameServerGroup object is returned. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: EC2, Container Updates permissions that allow inbound traffic to connect to game sessions in the fleet. To update settings, specify the fleet ID to be updated and specify the changes to be made. 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. For fleets with remote locations, port setting updates can take time to propagate across all locations. You can check the status of updates in each location by calling DescribeFleetPortSettings with a location name. Learn more Setting up Amazon GameLift Servers fleets
This API works with the following fleet types: EC2, Container Updates permissions that allow inbound traffic to connect to game sessions in the fleet. To update settings, specify the fleet ID to be updated and specify the changes to be made. 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. For fleets with remote locations, port setting updates can take time to propagate across all locations. You can check the status of updates in each location by calling DescribeFleetPortSettings with a location name. Learn more Setting up Amazon GameLift Servers fleets
This API works with the following fleet types: EC2, Container Updates capacity settings for a managed EC2 fleet or managed container fleet. For these fleets, you adjust capacity by changing the number of instances in the fleet. Fleet capacity determines the number of game sessions and players that the fleet can host based on its configuration. For fleets with multiple locations, use this operation to manage capacity settings in each location individually. Minimum/maximum size: Set hard limits on the number of Amazon EC2 instances allowed. If Amazon GameLift Servers receives a request--either through manual update or automatic scaling--it won't change the capacity to a value outside of this range. Desired capacity: As an alternative to automatic scaling, manually set the number of Amazon EC2 instances to be maintained. Before changing a fleet's desired capacity, check the maximum capacity of the fleet's Amazon EC2 instance type by calling DescribeEC2InstanceLimits. To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the Location parameter. The fleet must be in ACTIVE status. To update capacity for a fleet's remote location, set the Location parameter to the location to update. The location must be in ACTIVE status. If successful, Amazon GameLift Servers updates the capacity settings and returns the identifiers for the updated fleet and/or location. If a requested change to desired capacity exceeds the instance type's limit, the LimitExceeded exception occurs. Updates often prompt an immediate change in fleet capacity, such as when current capacity is different than the new desired capacity or outside the new limits. In this scenario, Amazon GameLift Servers automatically initiates steps to add or remove instances in the fleet location. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity. Use ManagedCapacityConfiguration with the "SCALE_TO_AND_FROM_ZERO" ZeroCapacityStrategy to enable Amazon GameLift Servers to fully manage the MinSize value, switching between 0 and 1 based on game session activity. This is ideal for eliminating compute costs during periods of no game activity. It is particularly beneficial during development when you're away from your desk, iterating on builds for extended periods, in production environments serving low-traffic locations, or for games with long, predictable downtime windows. By automatically managing capacity between 0 and 1 instances, you avoid paying for idle instances while maintaining the ability to serve game sessions when demand arrives. Note that while scale-out is triggered immediately upon receiving a game session request, actual game session availability depends on your server process startup time, so this approach works best with multi-location Fleets where cold-start latency is tolerable. With a "MANUAL" ZeroCapacityStrategy Amazon GameLift Servers will not modify Fleet MinSize values automatically and will not scale out from zero instances in response to game sessions. This is configurable per-location. Learn more Scaling fleet capacity
This API works with the following fleet types: EC2, Container Updates capacity settings for a managed EC2 fleet or managed container fleet. For these fleets, you adjust capacity by changing the number of instances in the fleet. Fleet capacity determines the number of game sessions and players that the fleet can host based on its configuration. For fleets with multiple locations, use this operation to manage capacity settings in each location individually. Minimum/maximum size: Set hard limits on the number of Amazon EC2 instances allowed. If Amazon GameLift Servers receives a request--either through manual update or automatic scaling--it won't change the capacity to a value outside of this range. Desired capacity: As an alternative to automatic scaling, manually set the number of Amazon EC2 instances to be maintained. Before changing a fleet's desired capacity, check the maximum capacity of the fleet's Amazon EC2 instance type by calling DescribeEC2InstanceLimits. To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the Location parameter. The fleet must be in ACTIVE status. To update capacity for a fleet's remote location, set the Location parameter to the location to update. The location must be in ACTIVE status. If successful, Amazon GameLift Servers updates the capacity settings and returns the identifiers for the updated fleet and/or location. If a requested change to desired capacity exceeds the instance type's limit, the LimitExceeded exception occurs. Updates often prompt an immediate change in fleet capacity, such as when current capacity is different than the new desired capacity or outside the new limits. In this scenario, Amazon GameLift Servers automatically initiates steps to add or remove instances in the fleet location. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity. Use ManagedCapacityConfiguration with the "SCALE_TO_AND_FROM_ZERO" ZeroCapacityStrategy to enable Amazon GameLift Servers to fully manage the MinSize value, switching between 0 and 1 based on game session activity. This is ideal for eliminating compute costs during periods of no game activity. It is particularly beneficial during development when you're away from your desk, iterating on builds for extended periods, in production environments serving low-traffic locations, or for games with long, predictable downtime windows. By automatically managing capacity between 0 and 1 instances, you avoid paying for idle instances while maintaining the ability to serve game sessions when demand arrives. Note that while scale-out is triggered immediately upon receiving a game session request, actual game session availability depends on your server process startup time, so this approach works best with multi-location Fleets where cold-start latency is tolerable. With a "MANUAL" ZeroCapacityStrategy Amazon GameLift Servers will not modify Fleet MinSize values automatically and will not scale out from zero instances in response to game sessions. This is configurable per-location. Learn more Scaling fleet capacity
This API works with the following fleet types: EC2, Anywhere, Container Updates a fleet's mutable attributes, such as game session protection and resource creation limits. To update fleet attributes, specify the fleet ID and the property values that you want to change. If successful, Amazon GameLift Servers returns the identifiers for the updated fleet. A managed fleet's runtime environment, which depends on the fleet's Amazon Machine Image {AMI} version, can't be updated. You must create a new fleet. As a best practice, we recommend replacing your managed fleets every 30 days to maintain a secure and up-to-date runtime environment for your hosted game servers. For guidance, see Security best practices for Amazon GameLift Servers. Learn more Setting up Amazon GameLift Servers fleets
This API works with the following fleet types: EC2, Anywhere, Container Updates a fleet's mutable attributes, such as game session protection and resource creation limits. To update fleet attributes, specify the fleet ID and the property values that you want to change. If successful, Amazon GameLift Servers returns the identifiers for the updated fleet. A managed fleet's runtime environment, which depends on the fleet's Amazon Machine Image {AMI} version, can't be updated. You must create a new fleet. As a best practice, we recommend replacing your managed fleets every 30 days to maintain a secure and up-to-date runtime environment for your hosted game servers. For guidance, see Security best practices for Amazon GameLift Servers. Learn more Setting up Amazon GameLift Servers fleets
module UpdateContainerGroupDefinitionOutput =
Awso_gamelift.Values.UpdateContainerGroupDefinitionOutputThis API works with the following fleet types: Container Updates properties in an existing container group definition. This operation doesn't replace the definition. Instead, it creates a new version of the definition and saves it separately. You can access all versions that you choose to retain. The only property you can't update is the container group type. Request options: Update based on the latest version of the container group definition. Specify the container group definition name only, or use an ARN value without a version number. Provide updated values for the properties that you want to change only. All other values remain the same as the latest version. Update based on a specific version of the container group definition. Specify the container group definition name and a source version number, or use an ARN value with a version number. Provide updated values for the properties that you want to change only. All other values remain the same as the source version. Change a game server container definition. Provide the updated container definition. Add or change a support container definition. Provide a complete set of container definitions, including the updated definition. Remove a support container definition. Provide a complete set of container definitions, excluding the definition to remove. If the container group has only one support container definition, provide an empty set. Results: If successful, this operation returns the complete properties of the new container group definition version. If the container group definition version is used in an active fleets, the update automatically initiates a new fleet deployment of the new version. You can track a fleet's deployments using ListFleetDeployments.
module UpdateContainerGroupDefinitionInput =
Awso_gamelift.Values.UpdateContainerGroupDefinitionInputThis API works with the following fleet types: Container Updates properties in an existing container group definition. This operation doesn't replace the definition. Instead, it creates a new version of the definition and saves it separately. You can access all versions that you choose to retain. The only property you can't update is the container group type. Request options: Update based on the latest version of the container group definition. Specify the container group definition name only, or use an ARN value without a version number. Provide updated values for the properties that you want to change only. All other values remain the same as the latest version. Update based on a specific version of the container group definition. Specify the container group definition name and a source version number, or use an ARN value with a version number. Provide updated values for the properties that you want to change only. All other values remain the same as the source version. Change a game server container definition. Provide the updated container definition. Add or change a support container definition. Provide a complete set of container definitions, including the updated definition. Remove a support container definition. Provide a complete set of container definitions, excluding the definition to remove. If the container group has only one support container definition, provide an empty set. Results: If successful, this operation returns the complete properties of the new container group definition version. If the container group definition version is used in an active fleets, the update automatically initiates a new fleet deployment of the new version. You can track a fleet's deployments using ListFleetDeployments.
This API works with the following fleet types: Container Updates the properties of a managed container fleet. Depending on the properties being updated, this operation might initiate a fleet deployment. You can track deployments for a fleet using https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetDeployment.html. A managed fleet's runtime environment, which depends on the fleet's Amazon Machine Image {AMI} version, can't be updated. You must create a new fleet. As a best practice, we recommend replacing your managed fleets every 30 days to maintain a secure and up-to-date runtime environment for your hosted game servers. For guidance, see Security best practices for Amazon GameLift Servers. Request options As with CreateContainerFleet, many fleet properties use common defaults or are calculated based on the fleet's container group definitions. Update fleet properties that result in a fleet deployment. Include only those properties that you want to change. Specify deployment configuration settings. Update fleet properties that don't result in a fleet deployment. Include only those properties that you want to change. Changes to the following properties initiate a fleet deployment: GameServerContainerGroupDefinition PerInstanceContainerGroupDefinition GameServerContainerGroupsPerInstance InstanceInboundPermissions InstanceConnectionPortRange LogConfiguration Results If successful, this operation updates the container fleet resource, and might initiate a new deployment of fleet resources using the deployment configuration provided. A deployment replaces existing fleet instances with new instances that are deployed with the updated fleet properties. The fleet is placed in UPDATING status until the deployment is complete, then return to ACTIVE. You can have only one update deployment active at a time for a fleet. If a second update request initiates a deployment while another deployment is in progress, the first deployment is cancelled.
This API works with the following fleet types: Container Updates the properties of a managed container fleet. Depending on the properties being updated, this operation might initiate a fleet deployment. You can track deployments for a fleet using https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetDeployment.html. A managed fleet's runtime environment, which depends on the fleet's Amazon Machine Image {AMI} version, can't be updated. You must create a new fleet. As a best practice, we recommend replacing your managed fleets every 30 days to maintain a secure and up-to-date runtime environment for your hosted game servers. For guidance, see Security best practices for Amazon GameLift Servers. Request options As with CreateContainerFleet, many fleet properties use common defaults or are calculated based on the fleet's container group definitions. Update fleet properties that result in a fleet deployment. Include only those properties that you want to change. Specify deployment configuration settings. Update fleet properties that don't result in a fleet deployment. Include only those properties that you want to change. Changes to the following properties initiate a fleet deployment: GameServerContainerGroupDefinition PerInstanceContainerGroupDefinition GameServerContainerGroupsPerInstance InstanceInboundPermissions InstanceConnectionPortRange LogConfiguration Results If successful, this operation updates the container fleet resource, and might initiate a new deployment of fleet resources using the deployment configuration provided. A deployment replaces existing fleet instances with new instances that are deployed with the updated fleet properties. The fleet is placed in UPDATING status until the deployment is complete, then return to ACTIVE. You can have only one update deployment active at a time for a fleet. If a second update request initiates a deployment while another deployment is in progress, the first deployment is cancelled.
This API works with the following fleet types: EC2 Updates metadata in a build resource, 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. Learn more Upload a Custom Server Build All APIs by task
This API works with the following fleet types: EC2 Updates metadata in a build resource, 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. Learn more Upload a Custom Server Build All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Updates properties for an alias. Specify the unique identifier of the alias to be updated and the new property values. When reassigning an alias to a new fleet, provide an updated routing strategy. If successful, the updated alias record is returned. Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Updates properties for an alias. Specify the unique identifier of the alias to be updated and the new property values. When reassigning an alias to a new fleet, provide an updated routing strategy. If successful, the updated alias record is returned. Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Removes a tag assigned to a Amazon GameLift Servers resource. You can use resource tags to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for Amazon GameLift Servers resources that support tagging. To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to remove. This operation succeeds even if the list includes tags that aren't assigned to the resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Removes a tag assigned to a Amazon GameLift Servers resource. You can use resource tags to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for Amazon GameLift Servers resources that support tagging. To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to remove. This operation succeeds even if the list includes tags that aren't assigned to the resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Ends a game session that's currently in progress. Use this action to terminate any game session that isn't in ERROR status. Terminating a game session is the most efficient way to free up a server process when it's hosting a game session that's in a bad state or not ending properly. You can use this action to terminate a game session that's being hosted on any type of Amazon GameLift Servers fleet compute, including computes for managed EC2, managed container, and Anywhere fleets. The game server must be integrated with Amazon GameLift Servers server SDK 5.x or greater. Request options Request termination for a single game session. Provide the game session ID and the termination mode. There are two potential methods for terminating a game session: Initiate a graceful termination using the normal game session shutdown sequence. With this mode, the Amazon GameLift Servers service prompts the server process that's hosting the game session by calling the server SDK callback method OnProcessTerminate(). The callback implementation is part of the custom game server code. It might involve a variety of actions to gracefully end a game session, such as notifying players, before stopping the server process. Force an immediate game session termination. With this mode, the Amazon GameLift Servers service takes action to stop the server process, which ends the game session without the normal game session shutdown sequence. Results If successful, game session termination is initiated. During this activity, the game session status is changed to TERMINATING. When completed, the server process that was hosting the game session has been stopped and replaced with a new server process that's ready to host a new game session. The old game session's status is changed to TERMINATED with a status reason that indicates the termination method used. Learn more Add Amazon GameLift Servers to your game server Amazon GameLift Servers server SDK 5 reference guide for OnProcessTerminate() (C++) (C#) (Unreal) (Go)
This API works with the following fleet types: EC2, Anywhere, Container Ends a game session that's currently in progress. Use this action to terminate any game session that isn't in ERROR status. Terminating a game session is the most efficient way to free up a server process when it's hosting a game session that's in a bad state or not ending properly. You can use this action to terminate a game session that's being hosted on any type of Amazon GameLift Servers fleet compute, including computes for managed EC2, managed container, and Anywhere fleets. The game server must be integrated with Amazon GameLift Servers server SDK 5.x or greater. Request options Request termination for a single game session. Provide the game session ID and the termination mode. There are two potential methods for terminating a game session: Initiate a graceful termination using the normal game session shutdown sequence. With this mode, the Amazon GameLift Servers service prompts the server process that's hosting the game session by calling the server SDK callback method OnProcessTerminate(). The callback implementation is part of the custom game server code. It might involve a variety of actions to gracefully end a game session, such as notifying players, before stopping the server process. Force an immediate game session termination. With this mode, the Amazon GameLift Servers service takes action to stop the server process, which ends the game session without the normal game session shutdown sequence. Results If successful, game session termination is initiated. During this activity, the game session status is changed to TERMINATING. When completed, the server process that was hosting the game session has been stopped and replaced with a new server process that's ready to host a new game session. The old game session's status is changed to TERMINATED with a status reason that indicates the termination method used. Learn more Add Amazon GameLift Servers to your game server Amazon GameLift Servers server SDK 5 reference guide for OnProcessTerminate() (C++) (C#) (Unreal) (Go)
This API works with the following fleet types: EC2, Anywhere, Container Assigns a tag to an Amazon GameLift Servers resource. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, and more. This operation handles the permissions necessary to manage tags for Amazon GameLift Servers resources that support tagging. To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Assigns a tag to an Amazon GameLift Servers resource. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, and more. This operation handles the permissions necessary to manage tags for Amazon GameLift Servers resources that support tagging. To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions All APIs by task
This API works with the following fleet types: EC2 (FleetIQ) Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity: Instance type replacement - This activity evaluates the current game hosting viability of all Spot instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot Instance types, which have a higher chance of game server interruptions. It then balances capacity across the remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling group continues with its current balance, regardless of viability. Instance protection, utilization metrics, and capacity scaling activities continue to be active. To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup object is returned showing that the activity is listed in SuspendedActions. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: EC2 (FleetIQ) Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity: Instance type replacement - This activity evaluates the current game hosting viability of all Spot instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot Instance types, which have a higher chance of game server interruptions. It then balances capacity across the remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling group continues with its current balance, regardless of viability. Instance protection, utilization metrics, and capacity scaling activities continue to be active. To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup object is returned showing that the activity is listed in SuspendedActions. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: EC2, Anywhere, Container Cancels a matchmaking ticket or match backfill 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. This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server. If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body). Learn more Add FlexMatch to a game client
This API works with the following fleet types: EC2, Anywhere, Container Cancels a matchmaking ticket or match backfill 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. This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server. If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body). Learn more Add FlexMatch to a game client
This API works with the following fleet types: EC2, Anywhere, Container Cancels a game session placement that's in PENDING status. To stop a placement, provide the placement ID value. Results If successful, this operation removes the placement request from the queue and moves the GameSessionPlacement to CANCELLED status. This operation results in an InvalidRequestExecption (400) error if a game session has already been created for this placement. You can clean up an unneeded game session by calling TerminateGameSession.
This API works with the following fleet types: EC2, Anywhere, Container Cancels a game session placement that's in PENDING status. To stop a placement, provide the placement ID value. Results If successful, this operation removes the placement request from the queue and moves the GameSessionPlacement to CANCELLED status. This operation results in an InvalidRequestExecption (400) error if a game session has already been created for this placement. You can clean up an unneeded game session by calling TerminateGameSession.
This API works with the following fleet types: EC2, Container Suspends certain types of activity in a fleet location. Currently, this operation is used to stop auto-scaling activity. For multi-location fleets, fleet actions are managed separately for each location. Stopping fleet actions has several potential purposes. It allows you to temporarily stop auto-scaling activity but retain your scaling policies for use in the future. For multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out of it for certain locations. This operation can be used in the following ways: To stop actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to suspend. To stop actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to suspend. If successful, Amazon GameLift Servers no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. To restart fleet actions again, call StartFleetActions. Learn more Setting up Amazon GameLift Servers Fleets
This API works with the following fleet types: EC2, Container Suspends certain types of activity in a fleet location. Currently, this operation is used to stop auto-scaling activity. For multi-location fleets, fleet actions are managed separately for each location. Stopping fleet actions has several potential purposes. It allows you to temporarily stop auto-scaling activity but retain your scaling policies for use in the future. For multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out of it for certain locations. This operation can be used in the following ways: To stop actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to suspend. To stop actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to suspend. If successful, Amazon GameLift Servers no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. To restart fleet actions again, call StartFleetActions. Learn more Setting up Amazon GameLift Servers Fleets
This API works with the following fleet types: EC2, Anywhere, Container Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use Amazon GameLift Servers managed hosting, this operation also triggers Amazon GameLift Servers to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match. To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED. Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service, which is defined in the matchmaking configuration. Learn more Add FlexMatch to a game client Set Up FlexMatch event notification How Amazon GameLift Servers FlexMatch works
This API works with the following fleet types: EC2, Anywhere, Container Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use Amazon GameLift Servers managed hosting, this operation also triggers Amazon GameLift Servers to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match. To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED. Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service, which is defined in the matchmaking configuration. Learn more Add FlexMatch to a game client Set Up FlexMatch event notification How Amazon GameLift Servers FlexMatch works
This API works with the following fleet types: EC2, Anywhere, Container Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements. When using FlexMatch with Amazon GameLift Servers managed hosting, you can request a backfill match from a client service by calling this operation with a GameSessions ID. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request. When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled. To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches. Only game sessions created by FlexMatch are supported for match backfill. Learn more Backfill existing games with FlexMatch Matchmaking events (reference) How Amazon GameLift Servers FlexMatch works
This API works with the following fleet types: EC2, Anywhere, Container Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements. When using FlexMatch with Amazon GameLift Servers managed hosting, you can request a backfill match from a client service by calling this operation with a GameSessions ID. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request. When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled. To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches. Only game sessions created by FlexMatch are supported for match backfill. Learn more Backfill existing games with FlexMatch Matchmaking events (reference) How Amazon GameLift Servers FlexMatch works
This API works with the following fleet types: EC2, Anywhere, Container Makes a request to start a new game session using a game session queue. When processing a placement request, Amazon GameLift Servers looks for the best possible available resource to host the game session, based on how the queue is configured to prioritize factors such as resource cost, latency, and location. After selecting an available resource, Amazon GameLift Servers prompts the resource to start a game session. A placement request can include a list of players to create a set of player sessions. The request can also include information to pass to the new game session, such as to specify a game map or other options. Request options Use this operation to make the following types of requests. Request a placement using the queue's default prioritization process (see the default prioritization described in PriorityConfiguration). Include these required parameters: GameSessionQueueName MaximumPlayerSessionCount PlacementID Request a placement and prioritize based on latency. Include these parameters: Required parameters GameSessionQueueName, MaximumPlayerSessionCount, PlacementID. PlayerLatencies. Include a set of latency values for destinations in the queue. When a request includes latency data, Amazon GameLift Servers automatically reorder the queue's locations priority list based on lowest available latency values. If a request includes latency data for multiple players, Amazon GameLift Servers calculates each location's average latency for all players and reorders to find the lowest latency across all players. Don't include PriorityConfigurationOverride. Prioritize based on a custom list of locations. If you're using a queue that's configured to prioritize location first (see PriorityConfiguration for game session queues), you can optionally use the PriorityConfigurationOverride parameter to substitute a different location priority list for this placement request. Amazon GameLift Servers searches each location on the priority override list to find an available hosting resource for the new game session. Specify a fallback strategy to use in the event that Amazon GameLift Servers fails to place the game session in any of the locations on the override list. Request a placement and prioritized based on a custom list of locations. You can request new player sessions for a group of players. Include the DesiredPlayerSessions parameter and include at minimum a unique player ID for each. You can also include player-specific data to pass to the new game session. Result If successful, this operation generates a new game session placement request and adds it to the game session queue for processing. You can track the status of individual placement requests by calling DescribeGameSessionPlacement or by monitoring queue notifications. When the request status is FULFILLED, a new game session has started and the placement request is updated with connection information for the game session (IP address and port). If the request included player session data, Amazon GameLift Servers creates a player session for each player ID in the request. The request results in a InvalidRequestException in the following situations: If the request includes both PlayerLatencies and PriorityConfigurationOverride parameters. If the request includes the PriorityConfigurationOverride parameter and specifies a queue that doesn't prioritize locations. Amazon GameLift Servers continues to retry each placement request until it reaches the queue's timeout setting. If a request times out, you can resubmit the request to the same queue or try a different queue.
This API works with the following fleet types: EC2, Anywhere, Container Makes a request to start a new game session using a game session queue. When processing a placement request, Amazon GameLift Servers looks for the best possible available resource to host the game session, based on how the queue is configured to prioritize factors such as resource cost, latency, and location. After selecting an available resource, Amazon GameLift Servers prompts the resource to start a game session. A placement request can include a list of players to create a set of player sessions. The request can also include information to pass to the new game session, such as to specify a game map or other options. Request options Use this operation to make the following types of requests. Request a placement using the queue's default prioritization process (see the default prioritization described in PriorityConfiguration). Include these required parameters: GameSessionQueueName MaximumPlayerSessionCount PlacementID Request a placement and prioritize based on latency. Include these parameters: Required parameters GameSessionQueueName, MaximumPlayerSessionCount, PlacementID. PlayerLatencies. Include a set of latency values for destinations in the queue. When a request includes latency data, Amazon GameLift Servers automatically reorder the queue's locations priority list based on lowest available latency values. If a request includes latency data for multiple players, Amazon GameLift Servers calculates each location's average latency for all players and reorders to find the lowest latency across all players. Don't include PriorityConfigurationOverride. Prioritize based on a custom list of locations. If you're using a queue that's configured to prioritize location first (see PriorityConfiguration for game session queues), you can optionally use the PriorityConfigurationOverride parameter to substitute a different location priority list for this placement request. Amazon GameLift Servers searches each location on the priority override list to find an available hosting resource for the new game session. Specify a fallback strategy to use in the event that Amazon GameLift Servers fails to place the game session in any of the locations on the override list. Request a placement and prioritized based on a custom list of locations. You can request new player sessions for a group of players. Include the DesiredPlayerSessions parameter and include at minimum a unique player ID for each. You can also include player-specific data to pass to the new game session. Result If successful, this operation generates a new game session placement request and adds it to the game session queue for processing. You can track the status of individual placement requests by calling DescribeGameSessionPlacement or by monitoring queue notifications. When the request status is FULFILLED, a new game session has started and the placement request is updated with connection information for the game session (IP address and port). If the request included player session data, Amazon GameLift Servers creates a player session for each player ID in the request. The request results in a InvalidRequestException in the following situations: If the request includes both PlayerLatencies and PriorityConfigurationOverride parameters. If the request includes the PriorityConfigurationOverride parameter and specifies a queue that doesn't prioritize locations. Amazon GameLift Servers continues to retry each placement request until it reaches the queue's timeout setting. If a request times out, you can resubmit the request to the same queue or try a different queue.
This API works with the following fleet types: EC2, Container Resumes certain types of activity on fleet instances that were suspended with StopFleetActions. For multi-location fleets, fleet actions are managed separately for each location. Currently, this operation is used to restart a fleet's auto-scaling activity. This operation can be used in the following ways: To restart actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to resume. To restart actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to resume. If successful, Amazon GameLift Servers once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet location were never stopped, this operation will have no effect. Learn more Setting up Amazon GameLift Servers fleets
This API works with the following fleet types: EC2, Container Resumes certain types of activity on fleet instances that were suspended with StopFleetActions. For multi-location fleets, fleet actions are managed separately for each location. Currently, this operation is used to restart a fleet's auto-scaling activity. This operation can be used in the following ways: To restart actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to resume. To restart actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to resume. If successful, Amazon GameLift Servers once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet location were never stopped, this operation will have no effect. Learn more Setting up Amazon GameLift Servers fleets
This API works with the following fleet types: EC2, Anywhere, Container Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order. This operation is not designed to continually track game session status because that practice can cause you to exceed your API limit and generate errors. Instead, configure an Amazon Simple Notification Service (Amazon SNS) topic to receive notifications from a matchmaker or a game session placement queue. When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations. This operation can be used in the following ways: To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria. To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions. To set search and sort criteria, create a filter expression using the following game session attributes. For game session search examples, see the Examples section of this topic. gameSessionId -- An identifier for the game session that is unique across all regions. You must use the full ARN value. gameSessionName -- Name assigned to a game session. Game session names do not need to be unique to a game session. gameSessionProperties -- A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. The filter expression must specify the https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameProperty -- a Key and a string Value to search for the game sessions. For example, to search for the above key-value pair, specify the following search filter: gameSessionProperties.difficulty = "novice". All game property values are searched as strings. For examples of searching game sessions, see the ones below, and also see Search game sessions by game property. Avoid using periods (".") in property keys if you plan to search for game sessions by properties. Property keys containing periods cannot be searched and will be filtered out from search results due to search index limitations. If you use SearchGameSessions API, there is a limit of 500 game property keys across all game sessions and all fleets per region. If the limit is exceeded, there will potentially be game session entries missing from SearchGameSessions API results. maximumSessions -- Maximum number of player sessions allowed for a game session. creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds. playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out. hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join. 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. All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order. This operation is not designed to continually track game session status because that practice can cause you to exceed your API limit and generate errors. Instead, configure an Amazon Simple Notification Service (Amazon SNS) topic to receive notifications from a matchmaker or a game session placement queue. When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations. This operation can be used in the following ways: To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria. To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions. To set search and sort criteria, create a filter expression using the following game session attributes. For game session search examples, see the Examples section of this topic. gameSessionId -- An identifier for the game session that is unique across all regions. You must use the full ARN value. gameSessionName -- Name assigned to a game session. Game session names do not need to be unique to a game session. gameSessionProperties -- A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. The filter expression must specify the https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameProperty -- a Key and a string Value to search for the game sessions. For example, to search for the above key-value pair, specify the following search filter: gameSessionProperties.difficulty = "novice". All game property values are searched as strings. For examples of searching game sessions, see the ones below, and also see Search game sessions by game property. Avoid using periods (".") in property keys if you plan to search for game sessions by properties. Property keys containing periods cannot be searched and will be filtered out from search results due to search index limitations. If you use SearchGameSessions API, there is a limit of 500 game property keys across all game sessions and all fleets per region. If the limit is exceeded, there will potentially be game session entries missing from SearchGameSessions API results. maximumSessions -- Maximum number of player sessions allowed for a game session. creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds. playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out. hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join. 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. All APIs by task
This API works with the following fleet types: EC2 (FleetIQ) Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by the SuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended. To resume activity, specify a game server group ARN and the type of activity to be resumed. If successful, a GameServerGroup object is returned showing that the resumed activity is no longer listed in SuspendedActions. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: EC2 (FleetIQ) Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by the SuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended. To resume activity, specify a game server group ARN and the type of activity to be resumed. If successful, a GameServerGroup object is returned showing that the resumed activity is no longer listed in SuspendedActions. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: EC2, Anywhere, Container Attempts to retrieve a fleet ID that is associated with an alias. Specify a unique alias identifier. If the alias has a SIMPLE routing strategy, Amazon GameLift Servers returns a fleet ID. If the alias has a TERMINAL routing strategy, the result is a TerminalRoutingStrategyException. Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Attempts to retrieve a fleet ID that is associated with an alias. Specify a unique alias identifier. If the alias has a SIMPLE routing strategy, Amazon GameLift Servers returns a fleet ID. If the alias has a TERMINAL routing strategy, the result is a TerminalRoutingStrategyException. Related actions All APIs by task
This API works with the following fleet types: EC2 Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift Servers's Amazon S3. This is done as part of the build creation process; see CreateBuild. To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID. Learn more Create a Build with Files in S3 All APIs by task
This API works with the following fleet types: EC2 Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift Servers's Amazon S3. This is done as part of the build creation process; see CreateBuild. To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID. Learn more Create a Build with Files in S3 All APIs by task
This API works with the following fleet types: EC2 (FleetIQ) Creates a new game server resource and notifies Amazon GameLift Servers FleetIQ that the game server is ready to host gameplay and players. This operation is called by a game server process that is running on an instance in a game server group. Registering game servers enables Amazon GameLift Servers FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session. To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data. Once a game server is successfully registered, it is put in status AVAILABLE. A request to register a game server may fail if the instance it is running on is in the process of shutting down as part of instance balancing or scale-down activity. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: EC2 (FleetIQ) Creates a new game server resource and notifies Amazon GameLift Servers FleetIQ that the game server is ready to host gameplay and players. This operation is called by a game server process that is running on an instance in a game server group. Registering game servers enables Amazon GameLift Servers FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session. To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data. Once a game server is successfully registered, it is put in status AVAILABLE. A request to register a game server may fail if the instance it is running on is in the process of shutting down as part of instance balancing or scale-down activity. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: Anywhere, Container Registers a compute resource in an Amazon GameLift Servers Anywhere fleet. For an Anywhere fleet that's running the Amazon GameLift Servers Agent, the Agent handles all compute registry tasks for you. For an Anywhere fleet that doesn't use the Agent, call this operation to register fleet computes. To register a compute, give the compute a name (must be unique within the fleet) and specify the compute resource's DNS name or IP address. Provide a fleet ID and a fleet location to associate with the compute being registered. You can optionally include the path to a TLS certificate on the compute resource. If successful, this operation returns compute details, including an Amazon GameLift Servers SDK endpoint or Agent endpoint. Game server processes running on the compute can use this endpoint to communicate with the Amazon GameLift Servers service. Each server process includes the SDK endpoint in its call to the Amazon GameLift Servers server SDK action InitSDK(). To view compute details, call DescribeCompute with the compute name. Learn more Create an Anywhere fleet Test your integration Server SDK reference guides (for version 5.x)
This API works with the following fleet types: Anywhere, Container Registers a compute resource in an Amazon GameLift Servers Anywhere fleet. For an Anywhere fleet that's running the Amazon GameLift Servers Agent, the Agent handles all compute registry tasks for you. For an Anywhere fleet that doesn't use the Agent, call this operation to register fleet computes. To register a compute, give the compute a name (must be unique within the fleet) and specify the compute resource's DNS name or IP address. Provide a fleet ID and a fleet location to associate with the compute being registered. You can optionally include the path to a TLS certificate on the compute resource. If successful, this operation returns compute details, including an Amazon GameLift Servers SDK endpoint or Agent endpoint. Game server processes running on the compute can use this endpoint to communicate with the Amazon GameLift Servers service. Each server process includes the SDK endpoint in its call to the Amazon GameLift Servers server SDK action InitSDK(). To view compute details, call DescribeCompute with the compute name. Learn more Create an Anywhere fleet Test your integration Server SDK reference guides (for version 5.x)
This API works with the following fleet types: EC2 Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift Servers to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling. Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences. Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling. Target-based policy A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift Servers to take whatever action is needed to maintain that target. For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift Servers to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift Servers will start new instances or stop unused instances in order to return to the 10% buffer. To create or update a target-based policy, specify a fleet ID and name, and set the policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted. Rule-based policy A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action. For example, a policy may make the following statement: "If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%." A policy's rule statement has the following structure: If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment]. To implement the example, the rule statement would look like this: If [PercentIdleInstances] is [GreaterThanThreshold] [20] for [15] minutes, then [PercentChangeInCapacity] to/by [10]. To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to "RuleBased". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.
This API works with the following fleet types: EC2 Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift Servers to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling. Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences. Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling. Target-based policy A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift Servers to take whatever action is needed to maintain that target. For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift Servers to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift Servers will start new instances or stop unused instances in order to return to the 10% buffer. To create or update a target-based policy, specify a fleet ID and name, and set the policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted. Rule-based policy A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action. For example, a policy may make the following statement: "If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%." A policy's rule statement has the following structure: If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment]. To implement the example, the rule statement would look like this: If [PercentIdleInstances] is [GreaterThanThreshold] [20] for [15] minutes, then [PercentChangeInCapacity] to/by [10]. To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to "RuleBased". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.
This API works with the following fleet types: EC2, Anywhere, Container Retrieves all tags assigned to a Amazon GameLift Servers resource. Use resource tags to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for Amazon GameLift Servers resources that support tagging. To list tags for a resource, specify the unique ARN value for the resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Retrieves all tags assigned to a Amazon GameLift Servers resource. Use resource tags to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for Amazon GameLift Servers resources that support tagging. To list tags for a resource, specify the unique ARN value for the resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions All APIs by task
This API works with the following fleet types: EC2 Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use. Learn more Amazon GameLift Servers Amazon GameLift Servers Realtime Related actions All APIs by task
This API works with the following fleet types: EC2 Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use. Learn more Amazon GameLift Servers Amazon GameLift Servers Realtime Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Lists all custom and Amazon Web Services locations where Amazon GameLift Servers can host game servers. This operation also returns UDP ping beacon information for locations, which you can use to measure network latency between player devices and potential hosting locations. Learn more Service locations
This API works with the following fleet types: EC2, Anywhere, Container Lists all custom and Amazon Web Services locations where Amazon GameLift Servers can host game servers. This operation also returns UDP ping beacon information for locations, which you can use to measure network latency between player devices and potential hosting locations. Learn more Service locations
This API works with the following fleet types: EC2 (FleetIQ) Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: EC2 (FleetIQ) Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: EC2 (FleetIQ) Lists a game server groups.
This API works with the following fleet types: EC2 (FleetIQ) Lists a game server groups.
This API works with the following fleet types: EC2, Anywhere, Container Retrieves a collection of fleet resources in an Amazon Web Services Region. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only. You can use operation in the following ways: To get a list of all fleets in a Region, don't provide a build or script identifier. To get a list of all fleets where a specific game build is deployed, provide the build ID. To get a list of all Amazon GameLift Servers Realtime fleets with a specific configuration script, provide the script ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, this operation returns a list of fleet IDs that match the request parameters. A NextToken value is also returned if there are more result pages to retrieve. Fleet IDs are returned in no particular order.
This API works with the following fleet types: EC2, Anywhere, Container Retrieves a collection of fleet resources in an Amazon Web Services Region. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only. You can use operation in the following ways: To get a list of all fleets in a Region, don't provide a build or script identifier. To get a list of all fleets where a specific game build is deployed, provide the build ID. To get a list of all Amazon GameLift Servers Realtime fleets with a specific configuration script, provide the script ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, this operation returns a list of fleet IDs that match the request parameters. A NextToken value is also returned if there are more result pages to retrieve. Fleet IDs are returned in no particular order.
This API works with the following fleet types: Container Retrieves a collection of container fleet deployments in an Amazon Web Services Region. Use the pagination parameters to retrieve results as a set of sequential pages. Request options Get a list of all deployments. Call this operation without specifying a fleet ID. Get a list of all deployments for a fleet. Specify the container fleet ID or ARN value. Results If successful, this operation returns a list of deployments that match the request parameters. A NextToken value is also returned if there are more result pages to retrieve. Deployments are returned starting with the latest.
This API works with the following fleet types: Container Retrieves a collection of container fleet deployments in an Amazon Web Services Region. Use the pagination parameters to retrieve results as a set of sequential pages. Request options Get a list of all deployments. Call this operation without specifying a fleet ID. Get a list of all deployments for a fleet. Specify the container fleet ID or ARN value. Results If successful, this operation returns a list of deployments that match the request parameters. A NextToken value is also returned if there are more result pages to retrieve. Deployments are returned starting with the latest.
module ListContainerGroupDefinitionsOutput =
Awso_gamelift.Values.ListContainerGroupDefinitionsOutputThis API works with the following fleet types: Container Retrieves container group definitions for the Amazon Web Services account and Amazon Web Services Region. Use the pagination parameters to retrieve results in a set of sequential pages. This operation returns only the latest version of each definition. To retrieve all versions of a container group definition, use ListContainerGroupDefinitionVersions. Request options: Retrieve the most recent versions of all container group definitions. Retrieve the most recent versions of all container group definitions, filtered by type. Specify the container group type to filter on. Results: If successful, this operation returns the complete properties of a set of container group definition versions that match the request. This operation returns the list of container group definitions in no particular order.
module ListContainerGroupDefinitionsInput =
Awso_gamelift.Values.ListContainerGroupDefinitionsInputThis API works with the following fleet types: Container Retrieves container group definitions for the Amazon Web Services account and Amazon Web Services Region. Use the pagination parameters to retrieve results in a set of sequential pages. This operation returns only the latest version of each definition. To retrieve all versions of a container group definition, use ListContainerGroupDefinitionVersions. Request options: Retrieve the most recent versions of all container group definitions. Retrieve the most recent versions of all container group definitions, filtered by type. Specify the container group type to filter on. Results: If successful, this operation returns the complete properties of a set of container group definition versions that match the request. This operation returns the list of container group definitions in no particular order.
module ListContainerGroupDefinitionVersionsOutput =
Awso_gamelift.Values.ListContainerGroupDefinitionVersionsOutputThis API works with the following fleet types: Container Retrieves all versions of a container group definition. Use the pagination parameters to retrieve results in a set of sequential pages. Request options: Get all versions of a specified container group definition. Specify the container group definition name or ARN value. (If the ARN value has a version number, it's ignored.) Results: If successful, this operation returns the complete properties of a set of container group definition versions that match the request. This operation returns the list of container group definitions in descending version order (latest first). Learn more Manage a container group definition
module ListContainerGroupDefinitionVersionsInput =
Awso_gamelift.Values.ListContainerGroupDefinitionVersionsInputThis API works with the following fleet types: Container Retrieves all versions of a container group definition. Use the pagination parameters to retrieve results in a set of sequential pages. Request options: Get all versions of a specified container group definition. Specify the container group definition name or ARN value. (If the ARN value has a version number, it's ignored.) Results: If successful, this operation returns the complete properties of a set of container group definition versions that match the request. This operation returns the list of container group definitions in descending version order (latest first). Learn more Manage a container group definition
This API works with the following fleet types: Container Retrieves a collection of container fleet resources in an Amazon Web Services Region. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only. Request options Get a list of all fleets. Call this operation without specifying a container group definition. Get a list of fleets filtered by container group definition. Provide the container group definition name or ARN value. To get a list of all Amazon GameLift Servers Realtime fleets with a specific configuration script, provide the script ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, this operation returns a collection of container fleets that match the request parameters. A NextToken value is also returned if there are more result pages to retrieve. Fleet IDs are returned in no particular order.
This API works with the following fleet types: Container Retrieves a collection of container fleet resources in an Amazon Web Services Region. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only. Request options Get a list of all fleets. Call this operation without specifying a container group definition. Get a list of fleets filtered by container group definition. Provide the container group definition name or ARN value. To get a list of all Amazon GameLift Servers Realtime fleets with a specific configuration script, provide the script ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, this operation returns a collection of container fleets that match the request parameters. A NextToken value is also returned if there are more result pages to retrieve. Fleet IDs are returned in no particular order.
This API works with the following fleet types: EC2, Anywhere, Container Retrieves information on the compute resources in an Amazon GameLift Servers fleet. Use the pagination parameters to retrieve results in a set of sequential pages. Request options Retrieve a list of all computes in a fleet. Specify a fleet ID. Retrieve a list of all computes in a specific fleet location. Specify a fleet ID and location. Results If successful, this operation returns information on a set of computes. Depending on the type of fleet, the result includes the following information: For a managed EC2 fleet (compute type EC2), this operation returns information about the EC2 instance. Compute names are EC2 instance IDs. For an Anywhere fleet (compute type ANYWHERE), this operation returns compute names and details from when the compute was registered with RegisterCompute. This includes GameLiftServiceSdkEndpoint or GameLiftAgentEndpoint.
This API works with the following fleet types: EC2, Anywhere, Container Retrieves information on the compute resources in an Amazon GameLift Servers fleet. Use the pagination parameters to retrieve results in a set of sequential pages. Request options Retrieve a list of all computes in a fleet. Specify a fleet ID. Retrieve a list of all computes in a specific fleet location. Specify a fleet ID and location. Results If successful, this operation returns information on a set of computes. Depending on the type of fleet, the result includes the following information: For a managed EC2 fleet (compute type EC2), this operation returns information about the EC2 instance. Compute names are EC2 instance IDs. For an Anywhere fleet (compute type ANYWHERE), this operation returns compute names and details from when the compute was registered with RegisterCompute. This includes GameLiftServiceSdkEndpoint or GameLiftAgentEndpoint.
This API works with the following fleet types: EC2 Retrieves build resources for all builds associated with the Amazon Web Services 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 Build resources are not listed in any particular order. Learn more Upload a Custom Server Build All APIs by task
This API works with the following fleet types: EC2 Retrieves build resources for all builds associated with the Amazon Web Services 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 Build resources are not listed in any particular order. Learn more Upload a Custom Server Build All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Retrieves all aliases for this Amazon Web Services 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. Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Retrieves all aliases for this Amazon Web Services 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. Related actions All APIs by task
module GetPlayerConnectionDetailsOutput =
Awso_gamelift.Values.GetPlayerConnectionDetailsOutputThis API works with the following fleet types: EC2 (server SDK 5.x or later), Container Retrieves connection details for game clients to connect to game sessions. Player gateway benefits: DDoS protection with negligible impact to latency. To enable player gateway on your fleet, set PlayerGatewayMode to ENABLED or REQUIRED when calling CreateFleet or CreateContainerFleet. How to use: After creating a game session and adding players, call this operation with the game session ID and player IDs. When player gateway is enabled, the response includes connection endpoints and player gateway tokens that your game clients can use to connect to the game session through player gateway. To learn more about player gateway integration, see DDoS protection with Amazon GameLift Servers player gateway. When player gateway is disabled or in locations where player gateway is not supported, this operation returns game server connection information without player gateway tokens, so that your game clients directly connect to the game server endpoint.
This API works with the following fleet types: EC2 (server SDK 5.x or later), Container Retrieves connection details for game clients to connect to game sessions. Player gateway benefits: DDoS protection with negligible impact to latency. To enable player gateway on your fleet, set PlayerGatewayMode to ENABLED or REQUIRED when calling CreateFleet or CreateContainerFleet. How to use: After creating a game session and adding players, call this operation with the game session ID and player IDs. When player gateway is enabled, the response includes connection endpoints and player gateway tokens that your game clients can use to connect to the game session through player gateway. To learn more about player gateway integration, see DDoS protection with Amazon GameLift Servers player gateway. When player gateway is disabled or in locations where player gateway is not supported, this operation returns game server connection information without player gateway tokens, so that your game clients directly connect to the game server endpoint.
This API works with the following fleet types: EC2 Requests authorization to remotely connect to an instance in an Amazon GameLift Servers managed fleet. Use this operation to connect to instances with game servers that use Amazon GameLift Servers server SDK 4.x or earlier. To connect to instances with game servers that use server SDK 5.x or later, call https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetComputeAccess. To request access to an instance, specify IDs for the instance and the fleet it belongs to. You can retrieve instance IDs for a fleet by calling DescribeInstances with the fleet ID. If successful, this operation returns an IP address and credentials. The returned credentials match the operating system of the instance, as follows: For a Windows instance: returns a user name and secret (password) for use with a Windows Remote Desktop client. For a Linux instance: returns a user name and secret (RSA private key) for use with an SSH client. You must save the secret to a .pem file. If you're using the CLI, see the example Get credentials for a Linux instance for tips on automatically saving the secret to a .pem file. Learn more Remotely connect to fleet instances Debug fleet issues Related actions All APIs by task
This API works with the following fleet types: EC2 Requests authorization to remotely connect to an instance in an Amazon GameLift Servers managed fleet. Use this operation to connect to instances with game servers that use Amazon GameLift Servers server SDK 4.x or earlier. To connect to instances with game servers that use server SDK 5.x or later, call https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetComputeAccess. To request access to an instance, specify IDs for the instance and the fleet it belongs to. You can retrieve instance IDs for a fleet by calling DescribeInstances with the fleet ID. If successful, this operation returns an IP address and credentials. The returned credentials match the operating system of the instance, as follows: For a Windows instance: returns a user name and secret (password) for use with a Windows Remote Desktop client. For a Linux instance: returns a user name and secret (RSA private key) for use with an SSH client. You must save the secret to a .pem file. If you're using the CLI, see the example Get credentials for a Linux instance for tips on automatically saving the secret to a .pem file. Learn more Remotely connect to fleet instances Debug fleet issues Related actions All APIs by task
This API works with the following fleet types: EC2 Retrieves the location of stored game session logs for a specified game session on Amazon GameLift Servers managed fleets. When a game session is terminated, Amazon GameLift Servers automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. All APIs by task
This API works with the following fleet types: EC2 Retrieves the location of stored game session logs for a specified game session on Amazon GameLift Servers managed fleets. When a game session is terminated, Amazon GameLift Servers automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Requests an authentication token from Amazon GameLift Servers for a compute resource in an Amazon GameLift Servers fleet. Game servers that are running on the compute use this token to communicate with the Amazon GameLift Servers service, such as when calling the Amazon GameLift Servers server SDK action InitSDK(). Authentication tokens are valid for a limited time span, so you need to request a fresh token before the current token expires. Request options For managed EC2 fleets (compute type EC2), auth token retrieval and refresh is handled automatically. All game servers that are running on all fleet instances have access to a valid auth token. For Anywhere fleets (compute type ANYWHERE), if you're using the Amazon GameLift Servers Agent, auth token retrieval and refresh is handled automatically for any compute where the Agent is running. If you're not using the Agent, create a mechanism to retrieve and refresh auth tokens for computes that are running game server processes. Learn more Create an Anywhere fleet Test your integration Server SDK reference guides (for version 5.x)
This API works with the following fleet types: EC2, Anywhere, Container Requests an authentication token from Amazon GameLift Servers for a compute resource in an Amazon GameLift Servers fleet. Game servers that are running on the compute use this token to communicate with the Amazon GameLift Servers service, such as when calling the Amazon GameLift Servers server SDK action InitSDK(). Authentication tokens are valid for a limited time span, so you need to request a fresh token before the current token expires. Request options For managed EC2 fleets (compute type EC2), auth token retrieval and refresh is handled automatically. All game servers that are running on all fleet instances have access to a valid auth token. For Anywhere fleets (compute type ANYWHERE), if you're using the Amazon GameLift Servers Agent, auth token retrieval and refresh is handled automatically for any compute where the Agent is running. If you're not using the Agent, create a mechanism to retrieve and refresh auth tokens for computes that are running game server processes. Learn more Create an Anywhere fleet Test your integration Server SDK reference guides (for version 5.x)
This API works with the following fleet types: EC2, Container Requests authorization to remotely connect to a hosting resource in a Amazon GameLift Servers managed fleet. This operation is not used with Amazon GameLift Servers Anywhere fleets. Request options Provide the fleet ID and compute name. The compute name varies depending on the type of fleet. For a compute in a managed EC2 fleet, provide an instance ID. Each instance in the fleet is a compute. For a compute in a managed container fleet, provide a compute name. In a container fleet, each game server container group on a fleet instance is assigned a compute name. Results If successful, this operation returns a set of temporary Amazon Web Services credentials, including a two-part access key and a session token. With a managed EC2 fleet (where compute type is EC2), use these credentials with Amazon EC2 Systems Manager (SSM) to start a session with the compute. For more details, see Starting a session (CLI) in the Amazon EC2 Systems Manager User Guide.
This API works with the following fleet types: EC2, Container Requests authorization to remotely connect to a hosting resource in a Amazon GameLift Servers managed fleet. This operation is not used with Amazon GameLift Servers Anywhere fleets. Request options Provide the fleet ID and compute name. The compute name varies depending on the type of fleet. For a compute in a managed EC2 fleet, provide an instance ID. Each instance in the fleet is a compute. For a compute in a managed container fleet, provide a compute name. In a container fleet, each game server container group on a fleet instance is assigned a compute name. Results If successful, this operation returns a set of temporary Amazon Web Services credentials, including a two-part access key and a session token. With a managed EC2 fleet (where compute type is EC2), use these credentials with Amazon EC2 Systems Manager (SSM) to start a session with the compute. For more details, see Starting a session (CLI) in the Amazon EC2 Systems Manager User Guide.
module DescribeVpcPeeringConnectionsOutput =
Awso_gamelift.Values.DescribeVpcPeeringConnectionsOutputThis API works with the following fleet types: EC2 Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID. To retrieve connection information, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift Servers fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect. Related actions All APIs by task
module DescribeVpcPeeringConnectionsInput =
Awso_gamelift.Values.DescribeVpcPeeringConnectionsInputThis API works with the following fleet types: EC2 Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID. To retrieve connection information, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift Servers fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect. Related actions All APIs by task
module DescribeVpcPeeringAuthorizationsOutput =
Awso_gamelift.Values.DescribeVpcPeeringAuthorizationsOutputThis API works with the following fleet types: EC2 Retrieves valid VPC peering authorizations that are pending for the Amazon Web Services account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account. Related actions All APIs by task
module DescribeVpcPeeringAuthorizationsInput =
Awso_gamelift.Values.DescribeVpcPeeringAuthorizationsInputThis API works with the following fleet types: EC2 Retrieves valid VPC peering authorizations that are pending for the Amazon Web Services account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account. Related actions All APIs by task
This API works with the following fleet types: EC2 Retrieves properties for a Realtime script. To request a script record, specify the script ID. If successful, an object containing the script properties is returned. Learn more Amazon GameLift Servers Amazon GameLift Servers Realtime Related actions All APIs by task
This API works with the following fleet types: EC2 Retrieves properties for a Realtime script. To request a script record, specify the script ID. If successful, an object containing the script properties is returned. Learn more Amazon GameLift Servers Amazon GameLift Servers Realtime Related actions All APIs by task
This API works with the following fleet types: EC2 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. A fleet may have all of its scaling policies suspended. This operation does not affect the status of the scaling policies, which remains ACTIVE.
This API works with the following fleet types: EC2 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. A fleet may have all of its scaling policies suspended. This operation does not affect the status of the scaling policies, which remains ACTIVE.
module DescribeRuntimeConfigurationOutput =
Awso_gamelift.Values.DescribeRuntimeConfigurationOutputThis API works with the following fleet types: EC2 Retrieves a fleet's runtime configuration settings. The runtime configuration determines which server processes run, and how, on computes in the fleet. For managed EC2 fleets, the runtime configuration describes server processes that run on each fleet instance. You can update a fleet's runtime configuration at any time using UpdateRuntimeConfiguration. To get the current runtime configuration for a fleet, provide the fleet ID. If successful, a RuntimeConfiguration object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty. Learn more Setting up Amazon GameLift Servers fleets Running multiple processes on a fleet
module DescribeRuntimeConfigurationInput =
Awso_gamelift.Values.DescribeRuntimeConfigurationInputThis API works with the following fleet types: EC2 Retrieves a fleet's runtime configuration settings. The runtime configuration determines which server processes run, and how, on computes in the fleet. For managed EC2 fleets, the runtime configuration describes server processes that run on each fleet instance. You can update a fleet's runtime configuration at any time using UpdateRuntimeConfiguration. To get the current runtime configuration for a fleet, provide the fleet ID. If successful, a RuntimeConfiguration object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty. Learn more Setting up Amazon GameLift Servers fleets Running multiple processes on a fleet
This API works with the following fleet types: EC2, Anywhere, Container Retrieves properties for one or more player sessions. This action can be used in the following ways: To retrieve a specific player session, provide the player session ID only. To retrieve all player sessions in a game session, provide the game session ID only. To retrieve all player sessions for a specific player, provide a player ID only. To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. If you provide a specific PlayerSessionId or PlayerId, Amazon GameLift Servers ignores the filter criteria. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session that matches the request. Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Retrieves properties for one or more player sessions. This action can be used in the following ways: To retrieve a specific player session, provide the player session ID only. To retrieve all player sessions in a game session, provide the game session ID only. To retrieve all player sessions for a specific player, provide a player ID only. To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. If you provide a specific PlayerSessionId or PlayerId, Amazon GameLift Servers ignores the filter criteria. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session that matches the request. Related actions All APIs by task
module DescribeMatchmakingRuleSetsOutput =
Awso_gamelift.Values.DescribeMatchmakingRuleSetsOutputThis API works with the following fleet types: EC2, Anywhere, Container 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. Learn more Build a rule set
module DescribeMatchmakingRuleSetsInput =
Awso_gamelift.Values.DescribeMatchmakingRuleSetsInputThis API works with the following fleet types: EC2, Anywhere, Container 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. Learn more Build a rule set
This API works with the following fleet types: EC2, Anywhere, Container Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session. To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists. This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide the topic ARN in the matchmaking configuration. Learn more Add FlexMatch to a game client Set Up FlexMatch event notification
This API works with the following fleet types: EC2, Anywhere, Container Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session. To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists. This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide the topic ARN in the matchmaking configuration. Learn more Add FlexMatch to a game client Set Up FlexMatch event notification
module DescribeMatchmakingConfigurationsOutput =
Awso_gamelift.Values.DescribeMatchmakingConfigurationsOutputThis API works with the following fleet types: EC2, Anywhere, Container Retrieves the details of FlexMatch matchmaking configurations. This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, 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. Learn more Setting up FlexMatch matchmakers
module DescribeMatchmakingConfigurationsInput =
Awso_gamelift.Values.DescribeMatchmakingConfigurationsInputThis API works with the following fleet types: EC2, Anywhere, Container Retrieves the details of FlexMatch matchmaking configurations. This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, 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. Learn more Setting up FlexMatch matchmakers
This API works with the following fleet types:EC2, Container Retrieves information about the EC2 instances in an Amazon GameLift Servers managed fleet, including instance ID, connection data, and status. You can use this operation with a multi-location fleet to get location-specific instance information. As an alternative, use the operations https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListCompute and https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeCompute to retrieve information for compute resources, including EC2 and Anywhere fleets. You can call this operation in the following ways: To get information on all instances in a fleet's home Region, specify the fleet ID. To get information on all instances in a fleet's remote location, specify the fleet ID and location name. To get information on a specific instance in a fleet, specify the fleet ID and instance ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, this operation returns Instance objects for each requested instance, listed in no particular order. If you call this operation for an Anywhere fleet, you receive an InvalidRequestException. Learn more Remotely connect to fleet instances Debug fleet issues Related actions All APIs by task
This API works with the following fleet types:EC2, Container Retrieves information about the EC2 instances in an Amazon GameLift Servers managed fleet, including instance ID, connection data, and status. You can use this operation with a multi-location fleet to get location-specific instance information. As an alternative, use the operations https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListCompute and https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeCompute to retrieve information for compute resources, including EC2 and Anywhere fleets. You can call this operation in the following ways: To get information on all instances in a fleet's home Region, specify the fleet ID. To get information on all instances in a fleet's remote location, specify the fleet ID and location name. To get information on a specific instance in a fleet, specify the fleet ID and instance ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, this operation returns Instance objects for each requested instance, listed in no particular order. If you call this operation for an Anywhere fleet, you receive an InvalidRequestException. Learn more Remotely connect to fleet instances Debug fleet issues Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. This operation can be used in the following ways: To retrieve all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns all game sessions in the fleet's home Region and all remote locations. To retrieve all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location. To retrieve a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session that matches the request. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessions should only be used for games in development with low game session usage. Available in Amazon GameLift Servers Local. Learn more Find a game session All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. This operation can be used in the following ways: To retrieve all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns all game sessions in the fleet's home Region and all remote locations. To retrieve all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location. To retrieve a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session that matches the request. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessions should only be used for games in development with low game session usage. Available in Amazon GameLift Servers Local. Learn more Find a game session All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container 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. When specifying a list of queues, objects are returned only for queues that currently exist in the Region. Learn more View Your Queues
This API works with the following fleet types: EC2, Anywhere, Container 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. When specifying a list of queues, objects are returned only for queues that currently exist in the Region. Learn more View Your Queues
module DescribeGameSessionPlacementOutput =
Awso_gamelift.Values.DescribeGameSessionPlacementOutputThis API works with the following fleet types: EC2, Anywhere, Container Retrieves information, including current status, about a game session placement request. To get game session placement details, specify the placement ID. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessionPlacement should only be used for games in development with low game session usage. For a reference implementation of event-based game session placement tracking, see Event-based game session placement guidance in the Amazon GameLift Toolkit.
module DescribeGameSessionPlacementInput =
Awso_gamelift.Values.DescribeGameSessionPlacementInputThis API works with the following fleet types: EC2, Anywhere, Container Retrieves information, including current status, about a game session placement request. To get game session placement details, specify the placement ID. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessionPlacement should only be used for games in development with low game session usage. For a reference implementation of event-based game session placement tracking, see Event-based game session placement guidance in the Amazon GameLift Toolkit.
module DescribeGameSessionDetailsOutput =
Awso_gamelift.Values.DescribeGameSessionDetailsOutputThis API works with the following fleet types: EC2, Anywhere, Container Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. This operation can be used in the following ways: To retrieve details for all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns details from the fleet's home Region and all remote locations. To retrieve details for all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location. To retrieve details for a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each game session that matches the request. Learn more Find a game session All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. This operation can be used in the following ways: To retrieve details for all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns details from the fleet's home Region and all remote locations. To retrieve details for all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location. To retrieve details for a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each game session that matches the request. Learn more Find a game session All APIs by task
This API works with the following fleet types: EC2 (FleetIQ) Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on. To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned. Learn more Amazon GameLift Servers FleetIQ Guide
module DescribeGameServerInstancesOutput =
Awso_gamelift.Values.DescribeGameServerInstancesOutputThis API works with the following fleet types: EC2 (FleetIQ) Retrieves status information about the Amazon EC2 instances associated with a Amazon GameLift Servers FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers. To request status for all instances in the game server group, provide a game server group ID only. To request status for specific instances, provide the game server group ID and one or more instance IDs. Use the pagination parameters to retrieve results in sequential segments. If successful, a collection of GameServerInstance objects is returned. This operation is not designed to be called with every game server claim request; this practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your cache no more than once every 10 seconds. Learn more Amazon GameLift Servers FleetIQ Guide
module DescribeGameServerInstancesInput =
Awso_gamelift.Values.DescribeGameServerInstancesInputThis API works with the following fleet types: EC2 (FleetIQ) Retrieves status information about the Amazon EC2 instances associated with a Amazon GameLift Servers FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers. To request status for all instances in the game server group, provide a game server group ID only. To request status for specific instances, provide the game server group ID and one or more instance IDs. Use the pagination parameters to retrieve results in sequential segments. If successful, a collection of GameServerInstance objects is returned. This operation is not designed to be called with every game server claim request; this practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your cache no more than once every 10 seconds. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: EC2 (FleetIQ) Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on. To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: EC2 (FleetIQ) Retrieves information on a game server group. This operation returns only properties related to Amazon GameLift Servers FleetIQ. To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling policies, and maximum/minimum group size, access the Auto Scaling group directly. To get attributes for a game server group, provide a group name or ARN value. If successful, a GameServerGroup object is returned. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: EC2 (FleetIQ) Retrieves information on a game server group. This operation returns only properties related to Amazon GameLift Servers FleetIQ. To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling policies, and maximum/minimum group size, access the Auto Scaling group directly. To get attributes for a game server group, provide a group name or ARN value. If successful, a GameServerGroup object is returned. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: EC2, Container Retrieves utilization statistics for one or more fleets. Utilization data provides a snapshot of how the fleet's hosting resources are currently being used. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationUtilization to get utilization statistics for a fleet's remote locations. This operation can be used in the following ways: To get utilization data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. To get utilization data for all fleets, do not provide a fleet identifier. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID, unless the fleet identifier is not found. Each fleet utilization object includes a Location property, which is set to the fleet's home Region. Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. Learn more Setting up Amazon GameLift Servers Fleets GameLift Metrics for Fleets
This API works with the following fleet types: EC2, Container Retrieves utilization statistics for one or more fleets. Utilization data provides a snapshot of how the fleet's hosting resources are currently being used. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationUtilization to get utilization statistics for a fleet's remote locations. This operation can be used in the following ways: To get utilization data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. To get utilization data for all fleets, do not provide a fleet identifier. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID, unless the fleet identifier is not found. Each fleet utilization object includes a Location property, which is set to the fleet's home Region. Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. Learn more Setting up Amazon GameLift Servers Fleets GameLift Metrics for Fleets
This API works with the following fleet types: EC2, Container Retrieves a fleet's inbound connection permissions. Connection permissions specify IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game server processes that are running in the fleet must use a port that falls within this range. Use this operation in the following ways: To retrieve the port settings for a fleet, identify the fleet's unique identifier. To check the status of recent updates to a fleet remote location, specify the fleet ID and a location. Port setting updates can take time to propagate across all locations. If successful, a set of IpPermission objects is returned for the requested fleet ID. When specifying a location, this operation returns a pending status. If the requested fleet has been deleted, the result set is empty. Learn more Setting up Amazon GameLift Servers fleets
This API works with the following fleet types: EC2, Container Retrieves a fleet's inbound connection permissions. Connection permissions specify IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game server processes that are running in the fleet must use a port that falls within this range. Use this operation in the following ways: To retrieve the port settings for a fleet, identify the fleet's unique identifier. To check the status of recent updates to a fleet remote location, specify the fleet ID and a location. Port setting updates can take time to propagate across all locations. If successful, a set of IpPermission objects is returned for the requested fleet ID. When specifying a location, this operation returns a pending status. If the requested fleet has been deleted, the result set is empty. Learn more Setting up Amazon GameLift Servers fleets
module DescribeFleetLocationUtilizationOutput =
Awso_gamelift.Values.DescribeFleetLocationUtilizationOutputThis API works with the following fleet types: EC2, Anywhere, Container Retrieves current usage data for a fleet location. Utilization data provides a snapshot of current game hosting activity at the requested location. Use this operation to retrieve utilization information for a fleet's remote location or home Region (you can also retrieve home Region utilization by calling DescribeFleetUtilization). To retrieve utilization data, identify a fleet and location. If successful, a FleetUtilization object is returned for the requested fleet location. Learn more Setting up Amazon GameLift Servers fleets Amazon GameLift Servers service locations for managed hosting GameLift metrics for fleets
module DescribeFleetLocationUtilizationInput =
Awso_gamelift.Values.DescribeFleetLocationUtilizationInputThis API works with the following fleet types: EC2, Anywhere, Container Retrieves current usage data for a fleet location. Utilization data provides a snapshot of current game hosting activity at the requested location. Use this operation to retrieve utilization information for a fleet's remote location or home Region (you can also retrieve home Region utilization by calling DescribeFleetUtilization). To retrieve utilization data, identify a fleet and location. If successful, a FleetUtilization object is returned for the requested fleet location. Learn more Setting up Amazon GameLift Servers fleets Amazon GameLift Servers service locations for managed hosting GameLift metrics for fleets
module DescribeFleetLocationCapacityOutput =
Awso_gamelift.Values.DescribeFleetLocationCapacityOutputThis API works with the following fleet types: EC2, Container Retrieves the resource capacity settings for a fleet location. The data returned includes the current capacity (number of EC2 instances) and some scaling settings for the requested fleet location. For a managed container fleet, this operation also returns counts for game server container groups. Use this operation to retrieve capacity information for a fleet's remote location or home Region (you can also retrieve home Region capacity by calling DescribeFleetCapacity). To retrieve capacity data, identify a fleet and location. If successful, a FleetCapacity object is returned for the requested fleet location. Learn more Setting up Amazon GameLift Servers fleets Amazon GameLift Servers service locations for managed hosting GameLift metrics for fleets
module DescribeFleetLocationCapacityInput =
Awso_gamelift.Values.DescribeFleetLocationCapacityInputThis API works with the following fleet types: EC2, Container Retrieves the resource capacity settings for a fleet location. The data returned includes the current capacity (number of EC2 instances) and some scaling settings for the requested fleet location. For a managed container fleet, this operation also returns counts for game server container groups. Use this operation to retrieve capacity information for a fleet's remote location or home Region (you can also retrieve home Region capacity by calling DescribeFleetCapacity). To retrieve capacity data, identify a fleet and location. If successful, a FleetCapacity object is returned for the requested fleet location. Learn more Setting up Amazon GameLift Servers fleets Amazon GameLift Servers service locations for managed hosting GameLift metrics for fleets
module DescribeFleetLocationAttributesOutput =
Awso_gamelift.Values.DescribeFleetLocationAttributesOutputThis API works with the following fleet types: EC2, Container Retrieves information on a fleet's remote locations, including life-cycle status and any suspended fleet activity. This operation can be used in the following ways: To get data for specific locations, provide a fleet identifier and a list of locations. Location data is returned in the order that it is requested. To get data for all locations, provide a fleet identifier only. Location data is returned in no particular order. When requesting attributes for multiple locations, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a LocationAttributes object is returned for each requested location. If the fleet does not have a requested location, no information is returned. This operation does not return the home Region. To get information on a fleet's home Region, call DescribeFleetAttributes. Learn more Setting up Amazon GameLift Servers fleets Amazon GameLift Servers service locations for managed hosting
module DescribeFleetLocationAttributesInput =
Awso_gamelift.Values.DescribeFleetLocationAttributesInputThis API works with the following fleet types: EC2, Container Retrieves information on a fleet's remote locations, including life-cycle status and any suspended fleet activity. This operation can be used in the following ways: To get data for specific locations, provide a fleet identifier and a list of locations. Location data is returned in the order that it is requested. To get data for all locations, provide a fleet identifier only. Location data is returned in no particular order. When requesting attributes for multiple locations, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a LocationAttributes object is returned for each requested location. If the fleet does not have a requested location, no information is returned. This operation does not return the home Region. To get information on a fleet's home Region, call DescribeFleetAttributes. Learn more Setting up Amazon GameLift Servers fleets Amazon GameLift Servers service locations for managed hosting
This API works with the following fleet types: EC2, Anywhere, Container Retrieves entries from a fleet's event log. Fleet events are initiated by changes in status, such as during fleet creation and termination, changes in capacity, etc. If a fleet has multiple locations, events are also initiated by changes to status and capacity in remote locations. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned. Learn more Setting up Amazon GameLift Servers fleets
This API works with the following fleet types: EC2, Anywhere, Container Retrieves entries from a fleet's event log. Fleet events are initiated by changes in status, such as during fleet creation and termination, changes in capacity, etc. If a fleet has multiple locations, events are also initiated by changes to status and capacity in remote locations. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned. Learn more Setting up Amazon GameLift Servers fleets
This API works with the following fleet types: Container Retrieves information about a managed container fleet deployment. Request options Get information about the latest deployment for a specific fleet. Provide the fleet ID or ARN. Get information about a specific deployment. Provide the fleet ID or ARN and the deployment ID. Results If successful, a FleetDeployment object is returned.
This API works with the following fleet types: Container Retrieves information about a managed container fleet deployment. Request options Get information about the latest deployment for a specific fleet. Provide the fleet ID or ARN. Get information about a specific deployment. Provide the fleet ID or ARN and the deployment ID. Results If successful, a FleetDeployment object is returned.
This API works with the following fleet types: EC2, Container Retrieves the resource capacity settings for one or more fleets. For a container fleet, this operation also returns counts for game server container groups. With multi-location fleets, this operation retrieves data for the fleet's home Region only. To retrieve capacity for remote locations, see https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html. This operation can be used in the following ways: To get capacity data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. To get capacity data for all fleets, do not provide a fleet identifier. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. Each FleetCapacity object includes a Location property, which is set to the fleet's home Region. Capacity values are returned only for fleets that currently exist. Some API operations may limit the number of fleet IDs that are allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. Learn more Setting up Amazon GameLift Servers fleets GameLift metrics for fleets
This API works with the following fleet types: EC2, Container Retrieves the resource capacity settings for one or more fleets. For a container fleet, this operation also returns counts for game server container groups. With multi-location fleets, this operation retrieves data for the fleet's home Region only. To retrieve capacity for remote locations, see https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html. This operation can be used in the following ways: To get capacity data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. To get capacity data for all fleets, do not provide a fleet identifier. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. Each FleetCapacity object includes a Location property, which is set to the fleet's home Region. Capacity values are returned only for fleets that currently exist. Some API operations may limit the number of fleet IDs that are allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. Learn more Setting up Amazon GameLift Servers fleets GameLift metrics for fleets
This API works with the following fleet types: EC2, Anywhere Retrieves core fleet-wide properties for fleets in an Amazon Web Services Region. Properties include the computing hardware and deployment configuration for instances in the fleet. You can use this operation in the following ways: To get attributes for specific fleets, provide a list of fleet IDs or fleet ARNs. To get attributes for all fleets, do not provide a fleet identifier. When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each fleet requested, unless the fleet identifier is not found. Some API operations limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number. Learn more Setting up Amazon GameLift Servers fleets
This API works with the following fleet types: EC2, Anywhere Retrieves core fleet-wide properties for fleets in an Amazon Web Services Region. Properties include the computing hardware and deployment configuration for instances in the fleet. You can use this operation in the following ways: To get attributes for specific fleets, provide a list of fleet IDs or fleet ARNs. To get attributes for all fleets, do not provide a fleet identifier. When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each fleet requested, unless the fleet identifier is not found. Some API operations limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number. Learn more Setting up Amazon GameLift Servers fleets
This API works with the following fleet types: EC2 Retrieves the instance limits and current utilization for an Amazon Web Services Region or location. Instance limits control the number of instances, per instance type, per location, that your Amazon Web Services account can use. Learn more at Amazon EC2 Instance Types. The information returned includes the maximum number of instances allowed and your account's current usage across all fleets. This information can affect your ability to scale your Amazon GameLift Servers fleets. You can request a limit increase for your account by using the Service limits page in the Amazon GameLift Servers console. Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an Amazon Web Services Region (either explicitly or as your default settings). To get the limit for a remote location, you must also specify the location. To learn more about how Amazon GameLift Servers handles locations, see Amazon GameLift Servers service locations. For example, the following requests all return different results: Request specifies the Region ap-northeast-1 with no location. The result is limits and usage data on all of the fleets that reside in ap-northeast-1, for all instance types that are deployed in ap-northeast-1. Request specifies the Region ap-northeast-1 with location us-west-2. The result is limits and usage data on all of the fleets that reside in ap-northeast-1, for all instance types that are deployed in us-west-2. Request specifies the Region us-east-1 with location ap-northeast-1. The result is limits and usage data on all of the fleets that reside in us-east-1, for all instance types that are deployed in ap-northeast-1. These limits do not affect fleets in any other Regions that deploy instances to ap-northeast-1. This operation can be used in the following ways: To get limit and usage data for all instance types that are deployed in an Amazon Web Services Region by fleets that reside in the same Region: Specify the Region only. Optionally, specify a single instance type to retrieve information for. To get limit and usage data for all instance types that are deployed to a remote location by fleets that reside in different Amazon Web Services Region: Provide both the Amazon Web Services Region and the remote location. Optionally, specify a single instance type to retrieve information for. If successful, an EC2InstanceLimits object is returned with limits and usage data for each requested instance type. Learn more Setting up Amazon GameLift Servers fleets
This API works with the following fleet types: EC2 Retrieves the instance limits and current utilization for an Amazon Web Services Region or location. Instance limits control the number of instances, per instance type, per location, that your Amazon Web Services account can use. Learn more at Amazon EC2 Instance Types. The information returned includes the maximum number of instances allowed and your account's current usage across all fleets. This information can affect your ability to scale your Amazon GameLift Servers fleets. You can request a limit increase for your account by using the Service limits page in the Amazon GameLift Servers console. Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an Amazon Web Services Region (either explicitly or as your default settings). To get the limit for a remote location, you must also specify the location. To learn more about how Amazon GameLift Servers handles locations, see Amazon GameLift Servers service locations. For example, the following requests all return different results: Request specifies the Region ap-northeast-1 with no location. The result is limits and usage data on all of the fleets that reside in ap-northeast-1, for all instance types that are deployed in ap-northeast-1. Request specifies the Region ap-northeast-1 with location us-west-2. The result is limits and usage data on all of the fleets that reside in ap-northeast-1, for all instance types that are deployed in us-west-2. Request specifies the Region us-east-1 with location ap-northeast-1. The result is limits and usage data on all of the fleets that reside in us-east-1, for all instance types that are deployed in ap-northeast-1. These limits do not affect fleets in any other Regions that deploy instances to ap-northeast-1. This operation can be used in the following ways: To get limit and usage data for all instance types that are deployed in an Amazon Web Services Region by fleets that reside in the same Region: Specify the Region only. Optionally, specify a single instance type to retrieve information for. To get limit and usage data for all instance types that are deployed to a remote location by fleets that reside in different Amazon Web Services Region: Provide both the Amazon Web Services Region and the remote location. Optionally, specify a single instance type to retrieve information for. If successful, an EC2InstanceLimits object is returned with limits and usage data for each requested instance type. Learn more Setting up Amazon GameLift Servers fleets
module DescribeContainerGroupPortMappingsOutput =
Awso_gamelift.Values.DescribeContainerGroupPortMappingsOutputThis API works with the following fleet types: Container Retrieves the port mappings for a container group running on a container fleet. Port mappings show how container ports are mapped to connection ports on the fleet instance. Use this operation to find the connection port for a specific container on a fleet instance. Request options Get port mappings for a game server container group. Provide the fleet ID, set ContainerGroupType to GAME_SERVER, and specify the ComputeName for the game server container group. Get port mappings for a per-instance container group. Provide the fleet ID, set ContainerGroupType to PER_INSTANCE, and specify the InstanceId for the instance. Optionally filter results to a single container by providing a ContainerName. Results This operation returns the fleet ID, location, container group definition ARN, container group type, compute name (for game server container groups), instance ID, and a list of ContainerGroupPortMapping objects. Each object contains the container name, runtime ID, and a list of port mappings that show how container ports map to connection ports on the instance. Learn more Connect to containers Create a container group definition
module DescribeContainerGroupPortMappingsInput =
Awso_gamelift.Values.DescribeContainerGroupPortMappingsInputThis API works with the following fleet types: Container Retrieves the port mappings for a container group running on a container fleet. Port mappings show how container ports are mapped to connection ports on the fleet instance. Use this operation to find the connection port for a specific container on a fleet instance. Request options Get port mappings for a game server container group. Provide the fleet ID, set ContainerGroupType to GAME_SERVER, and specify the ComputeName for the game server container group. Get port mappings for a per-instance container group. Provide the fleet ID, set ContainerGroupType to PER_INSTANCE, and specify the InstanceId for the instance. Optionally filter results to a single container by providing a ContainerName. Results This operation returns the fleet ID, location, container group definition ARN, container group type, compute name (for game server container groups), instance ID, and a list of ContainerGroupPortMapping objects. Each object contains the container name, runtime ID, and a list of port mappings that show how container ports map to connection ports on the instance. Learn more Connect to containers Create a container group definition
module DescribeContainerGroupDefinitionOutput =
Awso_gamelift.Values.DescribeContainerGroupDefinitionOutputThis API works with the following fleet types: Container Retrieves the properties of a container group definition, including all container definitions in the group. Request options: Retrieve the latest version of a container group definition. Specify the container group definition name only, or use an ARN value without a version number. Retrieve a particular version. Specify the container group definition name and a version number, or use an ARN value that includes the version number. Results: If successful, this operation returns the complete properties of a container group definition version. Learn more Manage a container group definition
module DescribeContainerGroupDefinitionInput =
Awso_gamelift.Values.DescribeContainerGroupDefinitionInputThis API works with the following fleet types: Container Retrieves the properties of a container group definition, including all container definitions in the group. Request options: Retrieve the latest version of a container group definition. Specify the container group definition name only, or use an ARN value without a version number. Retrieve a particular version. Specify the container group definition name and a version number, or use an ARN value that includes the version number. Results: If successful, this operation returns the complete properties of a container group definition version. Learn more Manage a container group definition
This API works with the following fleet types: Container Retrieves the properties for a container fleet. When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. Request options Get container fleet properties for a single fleet. Provide either the fleet ID or ARN value. Results If successful, a ContainerFleet object is returned. This object includes the fleet properties, including information about the most recent deployment. Some API operations limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number.
This API works with the following fleet types: Container Retrieves the properties for a container fleet. When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. Request options Get container fleet properties for a single fleet. Provide either the fleet ID or ARN value. Results If successful, a ContainerFleet object is returned. This object includes the fleet properties, including information about the most recent deployment. Some API operations limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number.
This API works with the following fleet types: EC2, Anywhere, Container Retrieves properties for a specific compute resource in an Amazon GameLift Servers fleet. You can list all computes in a fleet by calling ListCompute. Request options Provide the fleet ID and compute name. The compute name varies depending on the type of fleet. For a compute in a managed EC2 fleet, provide an instance ID. Each instance in the fleet is a compute. For a compute in a managed container fleet, provide a compute name. In a container fleet, each game server container group on a fleet instance is assigned a compute name. For a compute in an Anywhere fleet, provide a registered compute name. Anywhere fleet computes are created when you register a hosting resource with the fleet. Results If successful, this operation returns details for the requested compute resource. Depending on the fleet's compute type, the result includes the following information: For a managed EC2 fleet, this operation returns information about the EC2 instance. For an Anywhere fleet, this operation returns information about the registered compute.
This API works with the following fleet types: EC2, Anywhere, Container Retrieves properties for a specific compute resource in an Amazon GameLift Servers fleet. You can list all computes in a fleet by calling ListCompute. Request options Provide the fleet ID and compute name. The compute name varies depending on the type of fleet. For a compute in a managed EC2 fleet, provide an instance ID. Each instance in the fleet is a compute. For a compute in a managed container fleet, provide a compute name. In a container fleet, each game server container group on a fleet instance is assigned a compute name. For a compute in an Anywhere fleet, provide a registered compute name. Anywhere fleet computes are created when you register a hosting resource with the fleet. Results If successful, this operation returns details for the requested compute resource. Depending on the fleet's compute type, the result includes the following information: For a managed EC2 fleet, this operation returns information about the EC2 instance. For an Anywhere fleet, this operation returns information about the registered compute.
This API works with the following fleet types: EC2 Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned. Learn more Upload a Custom Server Build All APIs by task
This API works with the following fleet types: EC2 Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned. Learn more Upload a Custom Server Build All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container 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. Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container 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. Related actions All APIs by task
This API works with the following fleet types: EC2 (FleetIQ) Removes the game server from a game server group. As a result of this operation, the deregistered game server can no longer be claimed and will not be returned in a list of active game servers. To deregister a game server, specify the game server group and game server ID. If successful, this operation emits a CloudWatch event with termination timestamp and reason. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: Anywhere Removes a compute resource from an Anywhere fleet. Deregistered computes can no longer host game sessions through Amazon GameLift Servers. Use this operation with an Anywhere fleet that doesn't use the Amazon GameLift Servers Agent For Anywhere fleets with the Agent, the Agent handles all compute registry tasks for you. To deregister a compute, call this operation from the compute that's being deregistered and specify the compute name and the fleet ID.
This API works with the following fleet types: Anywhere Removes a compute resource from an Anywhere fleet. Deregistered computes can no longer host game sessions through Amazon GameLift Servers. Use this operation with an Anywhere fleet that doesn't use the Amazon GameLift Servers Agent For Anywhere fleets with the Agent, the Agent handles all compute registry tasks for you. To deregister a compute, call this operation from the compute that's being deregistered and specify the compute name and the fleet ID.
module DeleteVpcPeeringConnectionOutput =
Awso_gamelift.Values.DeleteVpcPeeringConnectionOutputThis API works with the following fleet types: EC2 Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete.. Once a valid authorization exists, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift Servers fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed. Related actions All APIs by task
This API works with the following fleet types: EC2 Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete.. Once a valid authorization exists, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift Servers fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed. Related actions All APIs by task
module DeleteVpcPeeringAuthorizationOutput =
Awso_gamelift.Values.DeleteVpcPeeringAuthorizationOutputThis API works with the following fleet types: EC2 Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, use DeleteVpcPeeringConnection. Related actions All APIs by task
module DeleteVpcPeeringAuthorizationInput =
Awso_gamelift.Values.DeleteVpcPeeringAuthorizationInputThis API works with the following fleet types: EC2 Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, use DeleteVpcPeeringConnection. Related actions All APIs by task
This API works with the following fleet types: EC2 Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted). To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions. Learn more Amazon GameLift Servers Amazon GameLift Servers Realtime Related actions All APIs by task
This API works with the following fleet types: EC2 Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and Amazon GameLift Servers removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with. To temporarily suspend scaling policies, use StopFleetActions. This operation suspends all policies for the fleet.
This API works with the following fleet types: EC2, Anywhere, Container Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration. Learn more Build a rule set
This API works with the following fleet types: EC2, Anywhere, Container Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration. Learn more Build a rule set
module DeleteMatchmakingConfigurationOutput =
Awso_gamelift.Values.DeleteMatchmakingConfigurationOutputThis API works with the following fleet types: EC2, Anywhere, Container 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.
module DeleteMatchmakingConfigurationInput =
Awso_gamelift.Values.DeleteMatchmakingConfigurationInputThis API works with the following fleet types: EC2, Anywhere, Container 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.
This API works with the following fleet types: Anywhere Deletes a custom location. Before deleting a custom location, review any fleets currently using the custom location and deregister the location if it is in use. For more information, see DeregisterCompute.
This API works with the following fleet types: Anywhere Deletes a custom location. Before deleting a custom location, review any fleets currently using the custom location and deregister the location if it is in use. For more information, see DeregisterCompute.
This API works with the following fleet types: EC2, Anywhere, Container Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name.
This API works with the following fleet types: EC2, Anywhere, Container Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name.
This API works with the following fleet types: EC2 (FleetIQ) Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources: The game server group The corresponding Auto Scaling group All game servers that are currently running in the group To delete a game server group, identify the game server group to delete and specify the type of delete operation to initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status. If the delete request is successful, a series of operations are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops automatic scaling activity. Once all game servers in the game server group are deregistered, Amazon GameLift Servers FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in ERROR status. Amazon GameLift Servers FleetIQ emits delete events to Amazon CloudWatch. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: EC2 (FleetIQ) Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources: The game server group The corresponding Auto Scaling group All game servers that are currently running in the group To delete a game server group, identify the game server group to delete and specify the type of delete operation to initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status. If the delete request is successful, a series of operations are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops automatic scaling activity. Once all game servers in the game server group are deregistered, Amazon GameLift Servers FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in ERROR status. Amazon GameLift Servers FleetIQ emits delete events to Amazon CloudWatch. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: EC2, Container Removes locations from a multi-location fleet. When deleting a location, all game server process and all instances that are still active in the location are shut down. To delete fleet locations, identify the fleet ID and provide a list of the locations to be deleted. If successful, GameLift sets the location status to DELETING, and begins to shut down existing server processes and terminate instances in each location being deleted. When completed, the location status changes to TERMINATED. Learn more Setting up Amazon GameLift Servers fleets
This API works with the following fleet types: EC2, Container Removes locations from a multi-location fleet. When deleting a location, all game server process and all instances that are still active in the location are shut down. To delete fleet locations, identify the fleet ID and provide a list of the locations to be deleted. If successful, GameLift sets the location status to DELETING, and begins to shut down existing server processes and terminate instances in each location being deleted. When completed, the location status changes to TERMINATED. Learn more Setting up Amazon GameLift Servers fleets
This API works with the following fleet types: EC2, Anywhere, Container Deletes all resources and information related to a fleet and shuts down any currently running fleet instances, including those in remote locations. If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You don't need to explicitly delete the VPC peering connection. To delete a fleet, specify the fleet ID to be terminated. During the deletion process, the fleet status is changed to DELETING. When completed, the status switches to TERMINATED and the fleet event FLEET_DELETED is emitted. Learn more Setting up Amazon GameLift Servers Fleets
module DeleteContainerGroupDefinitionOutput =
Awso_gamelift.Values.DeleteContainerGroupDefinitionOutputThis API works with the following fleet types: Container Request options: Deletes a container group definition. Delete an entire container group definition, including all versions. Specify the container group definition name, or use an ARN value without the version number. Delete a particular version. Specify the container group definition name and a version number, or use an ARN value that includes the version number. Keep the newest versions and delete all older versions. Specify the container group definition name and the number of versions to retain. For example, set VersionCountToRetain to 5 to delete all but the five most recent versions. Result If successful, Amazon GameLift Servers removes the container group definition versions that you request deletion for. This request will fail for any requested versions if the following is true: If the version is being used in an active fleet If the version is being deployed to a fleet in a deployment that's currently in progress. If the version is designated as a rollback definition in a fleet deployment that's currently in progress. Learn more Manage a container group definition
module DeleteContainerGroupDefinitionInput =
Awso_gamelift.Values.DeleteContainerGroupDefinitionInputThis API works with the following fleet types: Container Request options: Deletes a container group definition. Delete an entire container group definition, including all versions. Specify the container group definition name, or use an ARN value without the version number. Delete a particular version. Specify the container group definition name and a version number, or use an ARN value that includes the version number. Keep the newest versions and delete all older versions. Specify the container group definition name and the number of versions to retain. For example, set VersionCountToRetain to 5 to delete all but the five most recent versions. Result If successful, Amazon GameLift Servers removes the container group definition versions that you request deletion for. This request will fail for any requested versions if the following is true: If the version is being used in an active fleet If the version is being deployed to a fleet in a deployment that's currently in progress. If the version is designated as a rollback definition in a fleet deployment that's currently in progress. Learn more Manage a container group definition
This API works with the following fleet types: Container Deletes all resources and information related to a container fleet and shuts down currently running fleet instances, including those in remote locations. The container fleet must be in ACTIVE status to be deleted. To delete a fleet, specify the fleet ID to be terminated. During the deletion process, the fleet status is changed to DELETING. Learn more Setting up Amazon GameLift Servers Fleets
This API works with the following fleet types: Container Deletes all resources and information related to a container fleet and shuts down currently running fleet instances, including those in remote locations. The container fleet must be in ACTIVE status to be deleted. To delete a fleet, specify the fleet ID to be terminated. During the deletion process, the fleet status is changed to DELETING. Learn more Setting up Amazon GameLift Servers Fleets
This API works with the following fleet types: EC2 Deletes a build. This operation permanently deletes the build resource and any uploaded build files. 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. To delete a build, specify the build ID. Learn more Upload a Custom Server Build All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Deletes an alias. This operation 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. Related actions All APIs by task
module CreateVpcPeeringConnectionOutput =
Awso_gamelift.Values.CreateVpcPeeringConnectionOutputThis API works with the following fleet types: EC2 Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon GameLift Servers fleet. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. You can peer with VPCs in any Amazon Web Services account that you have access to, including the account that you use to manage your Amazon GameLift Servers fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift Servers Fleets. Before calling this operation to establish the peering connection, you first need to use CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc. To establish the connection, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift Servers fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The Amazon Web Services account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a connection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections , or by monitoring fleet events for success or failure using DescribeFleetEvents . Related actions All APIs by task
This API works with the following fleet types: EC2 Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon GameLift Servers fleet. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. You can peer with VPCs in any Amazon Web Services account that you have access to, including the account that you use to manage your Amazon GameLift Servers fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift Servers Fleets. Before calling this operation to establish the peering connection, you first need to use CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc. To establish the connection, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift Servers fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The Amazon Web Services account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a connection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections , or by monitoring fleet events for success or failure using DescribeFleetEvents . Related actions All APIs by task
module CreateVpcPeeringAuthorizationOutput =
Awso_gamelift.Values.CreateVpcPeeringAuthorizationOutputThis API works with the following fleet types: EC2 Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift Servers fleet and a virtual private cloud (VPC) in your Amazon Web Services account. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. After you've received authorization, use CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Servers Fleets. You can peer with VPCs that are owned by any Amazon Web Services account you have access to, including the account that you use to manage your Amazon GameLift Servers fleets. You cannot peer with VPCs that are in different Regions. To request authorization to create a connection, call this operation from the Amazon Web Services account with the VPC that you want to peer to your Amazon GameLift Servers fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the Amazon Web Services account that you use to manage Amazon GameLift Servers. If successful, VPC peering is authorized for the specified VPC. To request authorization to delete a connection, call this operation from the Amazon Web Services account with the VPC that is peered with your Amazon GameLift Servers fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the Amazon Web Services account that you use to manage Amazon GameLift Servers. The authorization remains valid for 24 hours unless it is canceled. You must create or delete the peering connection while the authorization is valid. Related actions All APIs by task
module CreateVpcPeeringAuthorizationInput =
Awso_gamelift.Values.CreateVpcPeeringAuthorizationInputThis API works with the following fleet types: EC2 Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift Servers fleet and a virtual private cloud (VPC) in your Amazon Web Services account. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. After you've received authorization, use CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Servers Fleets. You can peer with VPCs that are owned by any Amazon Web Services account you have access to, including the account that you use to manage your Amazon GameLift Servers fleets. You cannot peer with VPCs that are in different Regions. To request authorization to create a connection, call this operation from the Amazon Web Services account with the VPC that you want to peer to your Amazon GameLift Servers fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the Amazon Web Services account that you use to manage Amazon GameLift Servers. If successful, VPC peering is authorized for the specified VPC. To request authorization to delete a connection, call this operation from the Amazon Web Services account with the VPC that is peered with your Amazon GameLift Servers fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the Amazon Web Services account that you use to manage Amazon GameLift Servers. The authorization remains valid for 24 hours unless it is canceled. You must create or delete the peering connection while the authorization is valid. Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere Creates a new script record for your Amazon GameLift Servers Realtime script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Amazon GameLift Servers Realtime fleet to host your game sessions. Script logic is executed during an active game session. To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations: A locally available directory. Use the ZipFile parameter for this option. An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift Servers service to access your S3 bucket. If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift Servers-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift Servers accesses the file at this storage location as needed for deployment. Learn more Amazon GameLift Servers Amazon GameLift Servers Realtime Set Up a Role for Amazon GameLift Servers Access Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere Creates a new script record for your Amazon GameLift Servers Realtime script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Amazon GameLift Servers Realtime fleet to host your game sessions. Script logic is executed during an active game session. To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations: A locally available directory. Use the ZipFile parameter for this option. An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift Servers service to access your S3 bucket. If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift Servers-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift Servers accesses the file at this storage location as needed for deployment. Learn more Amazon GameLift Servers Amazon GameLift Servers Realtime Set Up a Role for Amazon GameLift Servers Access Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Reserves open slots in a game session for a group of players. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. To add a single player to a game session, use CreatePlayerSession To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID. If successful, a slot is reserved in the game session for each player, and new PlayerSession objects are returned with player session IDs. Each player references their player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the Amazon GameLift Servers service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Reserves open slots in a game session for a group of players. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. To add a single player to a game session, use CreatePlayerSession To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID. If successful, a slot is reserved in the game session for each player, and new PlayerSession objects are returned with player session IDs. Each player references their player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the Amazon GameLift Servers service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. You can add a group of players to a game session with CreatePlayerSessions . To create a player session, specify a game session ID, player ID, and optionally a set of player data. If successful, a slot is reserved in the game session for the player and a new PlayerSessions object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the Amazon GameLift Servers service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. You can add a group of players to a game session with CreatePlayerSessions . To create a player session, specify a game session ID, player ID, and optionally a set of player data. If successful, a slot is reserved in the game session for the player and a new PlayerSessions object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the Amazon GameLift Servers service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container 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. It also sets the parameters for acceptable player matches, such as minimum skill level or character type. To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same Region as the matchmaking configuration they are used with. Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set. Learn more Build a rule set Design a matchmaker Matchmaking with FlexMatch
This API works with the following fleet types: EC2, Anywhere, Container 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. It also sets the parameters for acceptable player matches, such as minimum skill level or character type. To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same Region as the matchmaking configuration they are used with. Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set. Learn more Build a rule set Design a matchmaker Matchmaking with FlexMatch
module CreateMatchmakingConfigurationOutput =
Awso_gamelift.Values.CreateMatchmakingConfigurationOutputThis API works with the following fleet types: EC2, Anywhere, Container Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with Amazon GameLift Servers hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using Amazon GameLift Servers hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests identify the matchmaking configuration to use and provide player attributes consistent with that configuration. To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without Amazon GameLift Servers hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with Amazon GameLift Servers hosting, you also need to identify the game session queue to use when starting a game session for the match. In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration. Learn more Design a FlexMatch matchmaker Set up FlexMatch event notification
module CreateMatchmakingConfigurationInput =
Awso_gamelift.Values.CreateMatchmakingConfigurationInputThis API works with the following fleet types: EC2, Anywhere, Container Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with Amazon GameLift Servers hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using Amazon GameLift Servers hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests identify the matchmaking configuration to use and provide player attributes consistent with that configuration. To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without Amazon GameLift Servers hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with Amazon GameLift Servers hosting, you also need to identify the game session queue to use when starting a game session for the match. In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration. Learn more Design a FlexMatch matchmaker Set up FlexMatch event notification
This API works with the following fleet types: Anywhere Creates a custom location for use in an Anywhere fleet.
This API works with the following fleet types: Anywhere Creates a custom location for use in an Anywhere fleet.
This API works with the following fleet types: EC2, Anywhere, Container Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to locate the best available placement locations for a new game session, and then prompts the game server process to start a new game session. A game session queue is configured with a set of destinations (Amazon GameLift Servers fleets or aliases) that determine where the queue can place new game sessions. These destinations can span multiple Amazon Web Services Regions, can use different instance types, and can include both Spot and On-Demand fleets. If the queue includes multi-location fleets, the queue can place game sessions in any of a fleet's remote locations. You can configure a queue to determine how it selects the best available placement for a new game session. Queues can prioritize placement decisions based on a combination of location, hosting cost, and player latency. You can set up the queue to use the default prioritization or provide alternate instructions using PriorityConfiguration. Request options Use this operation to make these common types of requests. Create a queue with the minimum required parameters. Name Destinations (This parameter isn't required, but a queue can't make placements without at least one destination.) Create a queue with placement notification. Queues that have high placement activity must use a notification system, such as with Amazon Simple Notification Service (Amazon SNS) or Amazon CloudWatch. Required parameters Name and Destinations NotificationTarget Create a queue with custom prioritization settings. These custom settings replace the default prioritization configuration for a queue. Required parameters Name and Destinations PriorityConfiguration Create a queue with special rules for processing player latency data. Required parameters Name and Destinations PlayerLatencyPolicies Results If successful, this operation returns a new GameSessionQueue object with an assigned queue ARN. Use the queue's name or ARN when submitting new game session requests with StartGameSessionPlacement or StartMatchmaking. Learn more Design a game session queue Create a game session queue Related actions CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to locate the best available placement locations for a new game session, and then prompts the game server process to start a new game session. A game session queue is configured with a set of destinations (Amazon GameLift Servers fleets or aliases) that determine where the queue can place new game sessions. These destinations can span multiple Amazon Web Services Regions, can use different instance types, and can include both Spot and On-Demand fleets. If the queue includes multi-location fleets, the queue can place game sessions in any of a fleet's remote locations. You can configure a queue to determine how it selects the best available placement for a new game session. Queues can prioritize placement decisions based on a combination of location, hosting cost, and player latency. You can set up the queue to use the default prioritization or provide alternate instructions using PriorityConfiguration. Request options Use this operation to make these common types of requests. Create a queue with the minimum required parameters. Name Destinations (This parameter isn't required, but a queue can't make placements without at least one destination.) Create a queue with placement notification. Queues that have high placement activity must use a notification system, such as with Amazon Simple Notification Service (Amazon SNS) or Amazon CloudWatch. Required parameters Name and Destinations NotificationTarget Create a queue with custom prioritization settings. These custom settings replace the default prioritization configuration for a queue. Required parameters Name and Destinations PriorityConfiguration Create a queue with special rules for processing player latency data. Required parameters Name and Destinations PlayerLatencyPolicies Results If successful, this operation returns a new GameSessionQueue object with an assigned queue ARN. Use the queue's name or ARN when submitting new game session requests with StartGameSessionPlacement or StartMatchmaking. Learn more Design a game session queue Create a game session queue Related actions CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the Amazon GameLift Servers game session placement feature with StartGameSessionPlacement, which uses the FleetIQ algorithm and queues to optimize the placement process. When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The target fleet must be in ACTIVE status. You can use this operation in the following ways: To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration. To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration. To create a game session on an instance in an Anywhere fleet, specify the fleet's custom location. If successful, Amazon GameLift Servers initiates a workflow to start a new game session and returns a GameSession object containing the game session configuration and status. When the game session status is ACTIVE, it is updated with connection information and you can create player sessions for the game session. 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. Amazon GameLift Servers retains logs for active for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. Available in Amazon GameLift Servers Local. Learn more Start a game session All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the Amazon GameLift Servers game session placement feature with StartGameSessionPlacement, which uses the FleetIQ algorithm and queues to optimize the placement process. When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The target fleet must be in ACTIVE status. You can use this operation in the following ways: To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration. To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration. To create a game session on an instance in an Anywhere fleet, specify the fleet's custom location. If successful, Amazon GameLift Servers initiates a workflow to start a new game session and returns a GameSession object containing the game session configuration and status. When the game session status is ACTIVE, it is updated with connection information and you can create player sessions for the game session. 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. Amazon GameLift Servers retains logs for active for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. Available in Amazon GameLift Servers Local. Learn more Start a game session All APIs by task
This API works with the following fleet types: EC2 (FleetIQ) Creates a Amazon GameLift Servers FleetIQ game server group for managing game hosting on a collection of Amazon Elastic Compute Cloud instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your Amazon Web Services account, and establishes a link between the two groups. You can view the status of your game server groups in the Amazon GameLift Servers console. Game server group metrics and events are emitted to Amazon CloudWatch. Before creating a new game server group, you must have the following: An Amazon Elastic Compute Cloud launch template that specifies how to launch Amazon Elastic Compute Cloud instances with your game server build. For more information, see Launching an Instance from a Launch Template in the Amazon Elastic Compute Cloud User Guide. An IAM role that extends limited access to your Amazon Web Services account to allow Amazon GameLift Servers FleetIQ to create and interact with the Auto Scaling group. For more information, see Create IAM roles for cross-service interaction in the Amazon GameLift Servers FleetIQ Developer Guide. To create a new game server group, specify a unique group name, IAM role and Amazon Elastic Compute Cloud launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a Amazon GameLift Servers FleetIQ metric. Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by Amazon GameLift Servers FleetIQ as part of its balancing activities to optimize for availability and cost. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: EC2 (FleetIQ) Creates a Amazon GameLift Servers FleetIQ game server group for managing game hosting on a collection of Amazon Elastic Compute Cloud instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your Amazon Web Services account, and establishes a link between the two groups. You can view the status of your game server groups in the Amazon GameLift Servers console. Game server group metrics and events are emitted to Amazon CloudWatch. Before creating a new game server group, you must have the following: An Amazon Elastic Compute Cloud launch template that specifies how to launch Amazon Elastic Compute Cloud instances with your game server build. For more information, see Launching an Instance from a Launch Template in the Amazon Elastic Compute Cloud User Guide. An IAM role that extends limited access to your Amazon Web Services account to allow Amazon GameLift Servers FleetIQ to create and interact with the Auto Scaling group. For more information, see Create IAM roles for cross-service interaction in the Amazon GameLift Servers FleetIQ Developer Guide. To create a new game server group, specify a unique group name, IAM role and Amazon Elastic Compute Cloud launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a Amazon GameLift Servers FleetIQ metric. Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by Amazon GameLift Servers FleetIQ as part of its balancing activities to optimize for availability and cost. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: EC2, Anywhere, Container Creates a fleet of compute resources to host your game servers. Use this operation to set up a fleet for the following compute types: Managed EC2 fleet An EC2 fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances. Your game server build is deployed to each fleet instance. Amazon GameLift Servers manages the fleet's instances and controls the lifecycle of game server processes, which host game sessions for players. EC2 fleets can have instances in multiple locations. Each instance in the fleet is designated a Compute. To create an EC2 fleet, provide these required parameters: Either BuildId or ScriptId ComputeType set to EC2 (the default value) EC2InboundPermissions EC2InstanceType FleetType Name RuntimeConfiguration with at least one ServerProcesses configuration If successful, this operation creates a new fleet resource and places it in NEW status while Amazon GameLift Servers initiates the fleet creation workflow. To debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create a development fleet with port 22/3389 open. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished. When the fleet status is ACTIVE, you can adjust capacity settings and turn autoscaling on/off for each location. A managed fleet's runtime environment depends on the Amazon Machine Image (AMI) version it uses. When a new fleet is created, Amazon GameLift Servers assigns the latest available AMI version to the fleet, and all compute instances in that fleet are deployed with that version. To update the AMI version, you must create a new fleet. As a best practice, we recommend replacing your managed fleets every 30 days to maintain a secure and up-to-date runtime environment for your hosted game servers. For guidance, see Security best practices for Amazon GameLift Servers. Anywhere fleet An Anywhere fleet represents compute resources that are not owned or managed by Amazon GameLift Servers. You might create an Anywhere fleet with your local machine for testing, or use one to host game servers with on-premises hardware or other game hosting solutions. To create an Anywhere fleet, provide these required parameters: ComputeType set to ANYWHERE Locations specifying a custom location Name If successful, this operation creates a new fleet resource and places it in ACTIVE status. You can register computes with a fleet in ACTIVE status. Learn more Setting up fleets Debug fleet creation issues Multi-location fleets
This API works with the following fleet types: EC2, Container Adds remote locations to an EC2 and begins populating the new locations with instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings. You can't add remote locations to a fleet that resides in an Amazon Web Services Region that doesn't support multiple locations. Fleets created prior to March 2021 can't support multiple locations. To add fleet locations, specify the fleet to be updated and provide a list of one or more locations. If successful, this operation returns the list of added locations with their status set to NEW. Amazon GameLift Servers initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents. Learn more Setting up fleets Update fleet locations Amazon GameLift Servers service locations for managed hosting.
This API works with the following fleet types: EC2, Container Adds remote locations to an EC2 and begins populating the new locations with instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings. You can't add remote locations to a fleet that resides in an Amazon Web Services Region that doesn't support multiple locations. Fleets created prior to March 2021 can't support multiple locations. To add fleet locations, specify the fleet to be updated and provide a list of one or more locations. If successful, this operation returns the list of added locations with their status set to NEW. Amazon GameLift Servers initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents. Learn more Setting up fleets Update fleet locations Amazon GameLift Servers service locations for managed hosting.
This API works with the following fleet types: EC2, Anywhere, Container Creates a fleet of compute resources to host your game servers. Use this operation to set up a fleet for the following compute types: Managed EC2 fleet An EC2 fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances. Your game server build is deployed to each fleet instance. Amazon GameLift Servers manages the fleet's instances and controls the lifecycle of game server processes, which host game sessions for players. EC2 fleets can have instances in multiple locations. Each instance in the fleet is designated a Compute. To create an EC2 fleet, provide these required parameters: Either BuildId or ScriptId ComputeType set to EC2 (the default value) EC2InboundPermissions EC2InstanceType FleetType Name RuntimeConfiguration with at least one ServerProcesses configuration If successful, this operation creates a new fleet resource and places it in NEW status while Amazon GameLift Servers initiates the fleet creation workflow. To debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create a development fleet with port 22/3389 open. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished. When the fleet status is ACTIVE, you can adjust capacity settings and turn autoscaling on/off for each location. A managed fleet's runtime environment depends on the Amazon Machine Image (AMI) version it uses. When a new fleet is created, Amazon GameLift Servers assigns the latest available AMI version to the fleet, and all compute instances in that fleet are deployed with that version. To update the AMI version, you must create a new fleet. As a best practice, we recommend replacing your managed fleets every 30 days to maintain a secure and up-to-date runtime environment for your hosted game servers. For guidance, see Security best practices for Amazon GameLift Servers. Anywhere fleet An Anywhere fleet represents compute resources that are not owned or managed by Amazon GameLift Servers. You might create an Anywhere fleet with your local machine for testing, or use one to host game servers with on-premises hardware or other game hosting solutions. To create an Anywhere fleet, provide these required parameters: ComputeType set to ANYWHERE Locations specifying a custom location Name If successful, this operation creates a new fleet resource and places it in ACTIVE status. You can register computes with a fleet in ACTIVE status. Learn more Setting up fleets Debug fleet creation issues Multi-location fleets
module CreateContainerGroupDefinitionOutput =
Awso_gamelift.Values.CreateContainerGroupDefinitionOutputThis API works with the following fleet types: Container Creates a ContainerGroupDefinition that describes a set of containers for hosting your game server with Amazon GameLift Servers managed containers hosting. An Amazon GameLift Servers container group is similar to a container task or pod. Use container group definitions when you create a container fleet with CreateContainerFleet. A container group definition determines how Amazon GameLift Servers deploys your containers to each instance in a container fleet. You can maintain multiple versions of a container group definition. There are two types of container groups: A game server container group has the containers that run your game server application and supporting software. A game server container group can have these container types: Game server container. This container runs your game server. You can define one game server container in a game server container group. Support container. This container runs software in parallel with your game server. You can define up to 8 support containers in a game server group. When building a game server container group definition, you can choose to bundle your game server executable and all dependent software into a single game server container. Alternatively, you can separate the software into one game server container and one or more support containers. On a container fleet instance, a game server container group can be deployed multiple times (depending on the compute resources of the instance). This means that all containers in the container group are replicated together. A per-instance container group has containers for processes that aren't replicated on a container fleet instance. This might include background services, logging, test processes, or processes that need to persist independently of the game server container group. When building a per-instance container group, you can define up to 10 support containers. This operation requires Identity and Access Management (IAM) permissions to access container images in Amazon ECR repositories. See IAM permissions for Amazon GameLift Servers for help setting the appropriate permissions. Request options Use this operation to make the following types of requests. You can specify values for the minimum required parameters and customize optional values later. Create a game server container group definition. Provide the following required parameter values: Name ContainerGroupType (GAME_SERVER) OperatingSystem (omit to use default value) TotalMemoryLimitMebibytes (omit to use default value) TotalVcpuLimit (omit to use default value) At least one GameServerContainerDefinition ContainerName ImageUrl PortConfiguration ServerSdkVersion (omit to use default value) Create a per-instance container group definition. Provide the following required parameter values: Name ContainerGroupType (PER_INSTANCE) OperatingSystem (omit to use default value) TotalMemoryLimitMebibytes (omit to use default value) TotalVcpuLimit (omit to use default value) At least one SupportContainerDefinition ContainerName ImageUrl Results If successful, this request creates a ContainerGroupDefinition resource and assigns a unique ARN value. You can update most properties of a container group definition by calling UpdateContainerGroupDefinition, and optionally save the update as a new version.
module CreateContainerGroupDefinitionInput =
Awso_gamelift.Values.CreateContainerGroupDefinitionInputThis API works with the following fleet types: Container Creates a ContainerGroupDefinition that describes a set of containers for hosting your game server with Amazon GameLift Servers managed containers hosting. An Amazon GameLift Servers container group is similar to a container task or pod. Use container group definitions when you create a container fleet with CreateContainerFleet. A container group definition determines how Amazon GameLift Servers deploys your containers to each instance in a container fleet. You can maintain multiple versions of a container group definition. There are two types of container groups: A game server container group has the containers that run your game server application and supporting software. A game server container group can have these container types: Game server container. This container runs your game server. You can define one game server container in a game server container group. Support container. This container runs software in parallel with your game server. You can define up to 8 support containers in a game server group. When building a game server container group definition, you can choose to bundle your game server executable and all dependent software into a single game server container. Alternatively, you can separate the software into one game server container and one or more support containers. On a container fleet instance, a game server container group can be deployed multiple times (depending on the compute resources of the instance). This means that all containers in the container group are replicated together. A per-instance container group has containers for processes that aren't replicated on a container fleet instance. This might include background services, logging, test processes, or processes that need to persist independently of the game server container group. When building a per-instance container group, you can define up to 10 support containers. This operation requires Identity and Access Management (IAM) permissions to access container images in Amazon ECR repositories. See IAM permissions for Amazon GameLift Servers for help setting the appropriate permissions. Request options Use this operation to make the following types of requests. You can specify values for the minimum required parameters and customize optional values later. Create a game server container group definition. Provide the following required parameter values: Name ContainerGroupType (GAME_SERVER) OperatingSystem (omit to use default value) TotalMemoryLimitMebibytes (omit to use default value) TotalVcpuLimit (omit to use default value) At least one GameServerContainerDefinition ContainerName ImageUrl PortConfiguration ServerSdkVersion (omit to use default value) Create a per-instance container group definition. Provide the following required parameter values: Name ContainerGroupType (PER_INSTANCE) OperatingSystem (omit to use default value) TotalMemoryLimitMebibytes (omit to use default value) TotalVcpuLimit (omit to use default value) At least one SupportContainerDefinition ContainerName ImageUrl Results If successful, this request creates a ContainerGroupDefinition resource and assigns a unique ARN value. You can update most properties of a container group definition by calling UpdateContainerGroupDefinition, and optionally save the update as a new version.
This API works with the following fleet types: Container Creates a managed fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your containerized game servers. Use this operation to define how to deploy a container architecture onto each fleet instance and configure fleet settings. You can create a container fleet in any Amazon Web Services Regions that Amazon GameLift Servers supports for multi-location fleets. A container fleet can be deployed to a single location or multiple locations. Container fleets are deployed with Amazon Linux 2023 as the instance operating system. Define the fleet's container architecture using container group definitions. Each fleet can have one of the following container group types: The game server container group runs your game server build and dependent software. Amazon GameLift Servers deploys one or more replicas of this container group to each fleet instance. The number of replicas depends on the computing capabilities of the fleet instance in use. An optional per-instance container group might be used to run other software that only needs to run once per instance, such as background services, logging, or test processes. One per-instance container group is deployed to each fleet instance. Each container group can include the definition for one or more containers. A container definition specifies a container image that is stored in an Amazon Elastic Container Registry (Amazon ECR) public or private repository. Request options Use this operation to make the following types of requests. Most fleet settings have default values, so you can create a working fleet with a minimal configuration and default values, which you can customize later. Create a fleet with no container groups. You can configure a container fleet and then add container group definitions later. In this scenario, no fleet instances are deployed, and the fleet can't host game sessions until you add a game server container group definition. Provide the following required parameter values: FleetRoleArn Create a fleet with a game server container group. Provide the following required parameter values: FleetRoleArn GameServerContainerGroupDefinitionName Create a fleet with a game server container group and a per-instance container group. Provide the following required parameter values: FleetRoleArn GameServerContainerGroupDefinitionName PerInstanceContainerGroupDefinitionName Results If successful, this operation creates a new container fleet resource, places it in PENDING status, and initiates the fleet creation workflow. For fleets with container groups, this workflow starts a fleet deployment and transitions the status to ACTIVE. Fleets without a container group are placed in CREATED status. You can update most of the properties of a fleet, including container group definitions, and deploy the update across all fleet instances. Use UpdateContainerFleet to deploy a new game server version update across the container fleet. A managed fleet's runtime environment depends on the Amazon Machine Image (AMI) version it uses. When a new fleet is created, Amazon GameLift Servers assigns the latest available AMI version to the fleet, and all compute instances in that fleet are deployed with that version. To update the AMI version, you must create a new fleet. As a best practice, we recommend replacing your managed fleets every 30 days to maintain a secure and up-to-date runtime environment for your hosted game servers. For guidance, see Security best practices for Amazon GameLift Servers.
This API works with the following fleet types: Container Creates a managed fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your containerized game servers. Use this operation to define how to deploy a container architecture onto each fleet instance and configure fleet settings. You can create a container fleet in any Amazon Web Services Regions that Amazon GameLift Servers supports for multi-location fleets. A container fleet can be deployed to a single location or multiple locations. Container fleets are deployed with Amazon Linux 2023 as the instance operating system. Define the fleet's container architecture using container group definitions. Each fleet can have one of the following container group types: The game server container group runs your game server build and dependent software. Amazon GameLift Servers deploys one or more replicas of this container group to each fleet instance. The number of replicas depends on the computing capabilities of the fleet instance in use. An optional per-instance container group might be used to run other software that only needs to run once per instance, such as background services, logging, or test processes. One per-instance container group is deployed to each fleet instance. Each container group can include the definition for one or more containers. A container definition specifies a container image that is stored in an Amazon Elastic Container Registry (Amazon ECR) public or private repository. Request options Use this operation to make the following types of requests. Most fleet settings have default values, so you can create a working fleet with a minimal configuration and default values, which you can customize later. Create a fleet with no container groups. You can configure a container fleet and then add container group definitions later. In this scenario, no fleet instances are deployed, and the fleet can't host game sessions until you add a game server container group definition. Provide the following required parameter values: FleetRoleArn Create a fleet with a game server container group. Provide the following required parameter values: FleetRoleArn GameServerContainerGroupDefinitionName Create a fleet with a game server container group and a per-instance container group. Provide the following required parameter values: FleetRoleArn GameServerContainerGroupDefinitionName PerInstanceContainerGroupDefinitionName Results If successful, this operation creates a new container fleet resource, places it in PENDING status, and initiates the fleet creation workflow. For fleets with container groups, this workflow starts a fleet deployment and transitions the status to ACTIVE. Fleets without a container group are placed in CREATED status. You can update most of the properties of a fleet, including container group definitions, and deploy the update across all fleet instances. Use UpdateContainerFleet to deploy a new game server version update across the container fleet. A managed fleet's runtime environment depends on the Amazon Machine Image (AMI) version it uses. When a new fleet is created, Amazon GameLift Servers assigns the latest available AMI version to the fleet, and all compute instances in that fleet are deployed with that version. To update the AMI version, you must create a new fleet. As a best practice, we recommend replacing your managed fleets every 30 days to maintain a secure and up-to-date runtime environment for your hosted game servers. For guidance, see Security best practices for Amazon GameLift Servers.
This API works with the following fleet types: EC2, Anywhere Creates a new Amazon GameLift Servers build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift Servers. When setting up a new game build for Amazon GameLift Servers, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to an Amazon GameLift Servers Amazon S3 location, and (2) it creates a new build resource. You can use the CreateBuild operation in the following scenarios: Create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you give Amazon GameLift Servers access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build. Upload your build files to a Amazon GameLift Servers Amazon S3 location. To use this option, specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. After you upload build files to the Amazon GameLift Servers Amazon S3 location, you can't update them. If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it. Learn more Uploading Your Game Create a Build with Files in Amazon S3 All APIs by task
This API works with the following fleet types: EC2, Anywhere Creates a new Amazon GameLift Servers build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift Servers. When setting up a new game build for Amazon GameLift Servers, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to an Amazon GameLift Servers Amazon S3 location, and (2) it creates a new build resource. You can use the CreateBuild operation in the following scenarios: Create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you give Amazon GameLift Servers access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build. Upload your build files to a Amazon GameLift Servers Amazon S3 location. To use this option, specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. After you upload build files to the Amazon GameLift Servers Amazon S3 location, you can't update them. If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it. Learn more Uploading Your Game Create a Build with Files in Amazon S3 All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build. Amazon GameLift Servers 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 and an ARN. You can reassign an alias to another fleet by calling UpdateAlias. Related actions All APIs by task
This API works with the following fleet types: EC2, Anywhere, Container Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build. Amazon GameLift Servers 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 and an ARN. You can reassign an alias to another fleet by calling UpdateAlias. Related actions All APIs by task
This API works with the following fleet types: EC2 (FleetIQ) Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, Amazon GameLift Servers FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server. To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses Amazon GameLift Servers FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information. Add filter options to further restrict how a game server is chosen, such as only allowing game servers on ACTIVE instances to be claimed. When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED after players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable. If you try to claim a specific game server, this request will fail in the following cases: If the game server utilization status is UTILIZED. If the game server claim status is CLAIMED. If the game server is running on an instance in DRAINING status and the provided filter option does not allow placing on DRAINING instances. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: EC2 (FleetIQ) Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, Amazon GameLift Servers FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server. To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses Amazon GameLift Servers FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information. Add filter options to further restrict how a game server is chosen, such as only allowing game servers on ACTIVE instances to be claimed. When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED after players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable. If you try to claim a specific game server, this request will fail in the following cases: If the game server utilization status is UTILIZED. If the game server claim status is CLAIMED. If the game server is running on an instance in DRAINING status and the provided filter option does not allow placing on DRAINING instances. Learn more Amazon GameLift Servers FleetIQ Guide
This API works with the following fleet types: EC2, Anywhere, Container 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 each ticket. Calls to this action are only valid for tickets that are in this status; calls for tickets not in this status result in an error. To register acceptance, specify the ticket ID, one or more players, and an acceptance response. When all players have accepted, Amazon GameLift Servers advances the matchmaking tickets to status PLACING, and attempts to create a new game session for the match. If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. Each matchmaking ticket in the failed match is handled as follows: If the ticket has one or more players who rejected the match or failed to respond, the ticket status is set CANCELLED and processing is terminated. If all players in the ticket accepted the match, the ticket status is returned to SEARCHING to find a new match. Learn more Add FlexMatch to a game client FlexMatch events (reference)
This API works with the following fleet types: EC2, Anywhere, Container 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 each ticket. Calls to this action are only valid for tickets that are in this status; calls for tickets not in this status result in an error. To register acceptance, specify the ticket ID, one or more players, and an acceptance response. When all players have accepted, Amazon GameLift Servers advances the matchmaking tickets to status PLACING, and attempts to create a new game session for the match. If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. Each matchmaking ticket in the failed match is handled as follows: If the ticket has one or more players who rejected the match or failed to respond, the ticket status is set CANCELLED and processing is terminated. If all players in the ticket accepted the match, the ticket status is returned to SEARCHING to find a new match. Learn more Add FlexMatch to a game client FlexMatch events (reference)