Module Values.CreateFleetOutputSource

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

Sourcetype nonrec t = {
  1. fleetAttributes : FleetAttributes.t option;
    (*

    The properties for the new fleet, including the current status. All fleets are placed in NEW status on creation.

    *)
  2. locationStates : LocationStateList.t option;
    (*

    The fleet's locations and life-cycle status of each location. For new fleets, the status of all locations is set to NEW. During fleet creation, Amazon GameLift Servers updates each location status as instances are deployed there and prepared for game hosting. This list includes an entry for the fleet's home Region. For fleets with no remote locations, only one entry, representing the home Region, is returned.

    *)
}
Sourcetype nonrec error = [
  1. | `ConflictException of ConflictException.t
  2. | `InternalServiceException of InternalServiceException.t
  3. | `InvalidRequestException of InvalidRequestException.t
  4. | `LimitExceededException of LimitExceededException.t
  5. | `NotFoundException of NotFoundException.t
  6. | `NotReadyException of NotReadyException.t
  7. | `TaggingFailedException of TaggingFailedException.t
  8. | `UnauthorizedException of UnauthorizedException.t
  9. | `UnsupportedRegionException of UnsupportedRegionException.t
  10. | `Unknown_operation_error of string * string option
]
Sourceval make : ?fleetAttributes:??? -> ?locationStates:??? -> unit -> t
Sourceval error_of_json : string -> Yojson.Safe.t -> [> `ConflictException of ConflictException.t | `InternalServiceException of InternalServiceException.t | `InvalidRequestException of InvalidRequestException.t | `LimitExceededException of LimitExceededException.t | `NotFoundException of NotFoundException.t | `NotReadyException of NotReadyException.t | `TaggingFailedException of TaggingFailedException.t | `UnauthorizedException of UnauthorizedException.t | `Unknown_operation_error of string * string option | `UnsupportedRegionException of UnsupportedRegionException.t ]
Sourceval error_of_xml : string -> Awso.Xml.t -> [> `ConflictException of ConflictException.t | `InternalServiceException of InternalServiceException.t | `InvalidRequestException of InvalidRequestException.t | `LimitExceededException of LimitExceededException.t | `NotFoundException of NotFoundException.t | `NotReadyException of NotReadyException.t | `TaggingFailedException of TaggingFailedException.t | `UnauthorizedException of UnauthorizedException.t | `Unknown_operation_error of string * string option | `UnsupportedRegionException of UnsupportedRegionException.t ]
Sourceval error_to_json : error -> Yojson.Safe.t
Sourceval to_value : t -> [> `Structure of (string * [> `List of [> `Structure of (string * [> `Enum of string | `String of LocationStringModel.t ]) list ] list | `Structure of (string * [> `Enum of string | `List of [> `Enum of string | `String of NonZeroAndMaxString.t ] list | `String of FleetId.t | `Structure of (string * [> `Enum of string | `Integer of WholeNumber.t | `String of NonNegativeLimitedLengthDouble.t ]) list | `Timestamp of Timestamp.t ]) list ]) list ]
Sourceval to_query : t -> Awso.Client.Query.t
Sourceval of_xml : Awso.Xml.t -> t
Sourceval of_string : string -> t
Sourceval of_json : Yojson.Safe.t -> t
Sourceval to_json : t -> Yojson.Safe.t