@Generated(value="com.amazonaws:aws-java-sdk-code-generator") public interface AmazonGameLiftAsync extends AmazonGameLift
AsyncHandler
can be used to receive
notification when an asynchronous operation completes.
Note: Do not directly implement this interface, new methods are added to it regularly. Extend from
AbstractAmazonGameLiftAsync
instead.
Amazon GameLift provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for deploying, operating, and scaling game servers. Built on Amazon Web Services global computing infrastructure, GameLift helps you deliver high-performance, high-reliability, low-cost game servers while dynamically scaling your resource usage to meet player demand.
About Amazon GameLift solutions
Get more information on these Amazon GameLift solutions in the Amazon GameLift Developer Guide.
Amazon GameLift managed hosting -- Amazon GameLift offers a fully managed service to set up and maintain computing machines for hosting, manage game session and player session life cycle, and handle security, storage, and performance tracking. You can use automatic scaling tools to balance player demand and hosting costs, configure your game session management to minimize player latency, and add FlexMatch for matchmaking.
Managed hosting with Realtime Servers -- With Amazon GameLift Realtime Servers, you can quickly configure and set up ready-to-go game servers for your game. Realtime Servers provides a game server framework with core Amazon GameLift infrastructure already built in. Then use the full range of Amazon GameLift managed hosting features, including FlexMatch, for your game.
Amazon GameLift FleetIQ -- Use Amazon GameLift FleetIQ as a standalone service while hosting your games using EC2 instances and Auto Scaling groups. Amazon GameLift FleetIQ provides optimizations for game hosting, including boosting the viability of low-cost Spot Instances gaming. For a complete solution, pair the Amazon GameLift FleetIQ and FlexMatch standalone services.
Amazon GameLift FlexMatch -- Add matchmaking to your game hosting solution. FlexMatch is a customizable matchmaking service for multiplayer games. Use FlexMatch as integrated with Amazon GameLift managed hosting or incorporate FlexMatch as a standalone service into your own hosting solution.
About this API Reference
This reference guide describes the low-level service API for Amazon GameLift. With each topic in this guide, you can find links to language-specific SDK guides and the Amazon Web Services CLI reference. Useful links:
ENDPOINT_PREFIX
Modifier and Type | Method and Description |
---|---|
Future<AcceptMatchResult> |
acceptMatchAsync(AcceptMatchRequest acceptMatchRequest)
Registers a player's acceptance or rejection of a proposed FlexMatch match.
|
Future<AcceptMatchResult> |
acceptMatchAsync(AcceptMatchRequest acceptMatchRequest,
AsyncHandler<AcceptMatchRequest,AcceptMatchResult> asyncHandler)
Registers a player's acceptance or rejection of a proposed FlexMatch match.
|
Future<ClaimGameServerResult> |
claimGameServerAsync(ClaimGameServerRequest claimGameServerRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<ClaimGameServerResult> |
claimGameServerAsync(ClaimGameServerRequest claimGameServerRequest,
AsyncHandler<ClaimGameServerRequest,ClaimGameServerResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<CreateAliasResult> |
createAliasAsync(CreateAliasRequest createAliasRequest)
Creates an alias for a fleet.
|
Future<CreateAliasResult> |
createAliasAsync(CreateAliasRequest createAliasRequest,
AsyncHandler<CreateAliasRequest,CreateAliasResult> asyncHandler)
Creates an alias for a fleet.
|
Future<CreateBuildResult> |
createBuildAsync(CreateBuildRequest createBuildRequest)
Creates a new Amazon GameLift build resource for your game server binary files.
|
Future<CreateBuildResult> |
createBuildAsync(CreateBuildRequest createBuildRequest,
AsyncHandler<CreateBuildRequest,CreateBuildResult> asyncHandler)
Creates a new Amazon GameLift build resource for your game server binary files.
|
Future<CreateContainerGroupDefinitionResult> |
createContainerGroupDefinitionAsync(CreateContainerGroupDefinitionRequest createContainerGroupDefinitionRequest)
This operation is used with the Amazon GameLift containers feature, which is currently in public preview.
|
Future<CreateContainerGroupDefinitionResult> |
createContainerGroupDefinitionAsync(CreateContainerGroupDefinitionRequest createContainerGroupDefinitionRequest,
AsyncHandler<CreateContainerGroupDefinitionRequest,CreateContainerGroupDefinitionResult> asyncHandler)
This operation is used with the Amazon GameLift containers feature, which is currently in public preview.
|
Future<CreateFleetResult> |
createFleetAsync(CreateFleetRequest createFleetRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<CreateFleetResult> |
createFleetAsync(CreateFleetRequest createFleetRequest,
AsyncHandler<CreateFleetRequest,CreateFleetResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<CreateFleetLocationsResult> |
createFleetLocationsAsync(CreateFleetLocationsRequest createFleetLocationsRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<CreateFleetLocationsResult> |
createFleetLocationsAsync(CreateFleetLocationsRequest createFleetLocationsRequest,
AsyncHandler<CreateFleetLocationsRequest,CreateFleetLocationsResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<CreateGameServerGroupResult> |
createGameServerGroupAsync(CreateGameServerGroupRequest createGameServerGroupRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<CreateGameServerGroupResult> |
createGameServerGroupAsync(CreateGameServerGroupRequest createGameServerGroupRequest,
AsyncHandler<CreateGameServerGroupRequest,CreateGameServerGroupResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<CreateGameSessionResult> |
createGameSessionAsync(CreateGameSessionRequest createGameSessionRequest)
Creates a multiplayer game session for players in a specific fleet location.
|
Future<CreateGameSessionResult> |
createGameSessionAsync(CreateGameSessionRequest createGameSessionRequest,
AsyncHandler<CreateGameSessionRequest,CreateGameSessionResult> asyncHandler)
Creates a multiplayer game session for players in a specific fleet location.
|
Future<CreateGameSessionQueueResult> |
createGameSessionQueueAsync(CreateGameSessionQueueRequest createGameSessionQueueRequest)
Creates a placement queue that processes requests for new game sessions.
|
Future<CreateGameSessionQueueResult> |
createGameSessionQueueAsync(CreateGameSessionQueueRequest createGameSessionQueueRequest,
AsyncHandler<CreateGameSessionQueueRequest,CreateGameSessionQueueResult> asyncHandler)
Creates a placement queue that processes requests for new game sessions.
|
Future<CreateLocationResult> |
createLocationAsync(CreateLocationRequest createLocationRequest)
Creates a custom location for use in an Anywhere fleet.
|
Future<CreateLocationResult> |
createLocationAsync(CreateLocationRequest createLocationRequest,
AsyncHandler<CreateLocationRequest,CreateLocationResult> asyncHandler)
Creates a custom location for use in an Anywhere fleet.
|
Future<CreateMatchmakingConfigurationResult> |
createMatchmakingConfigurationAsync(CreateMatchmakingConfigurationRequest createMatchmakingConfigurationRequest)
Defines a new matchmaking configuration for use with FlexMatch.
|
Future<CreateMatchmakingConfigurationResult> |
createMatchmakingConfigurationAsync(CreateMatchmakingConfigurationRequest createMatchmakingConfigurationRequest,
AsyncHandler<CreateMatchmakingConfigurationRequest,CreateMatchmakingConfigurationResult> asyncHandler)
Defines a new matchmaking configuration for use with FlexMatch.
|
Future<CreateMatchmakingRuleSetResult> |
createMatchmakingRuleSetAsync(CreateMatchmakingRuleSetRequest createMatchmakingRuleSetRequest)
Creates a new rule set for FlexMatch matchmaking.
|
Future<CreateMatchmakingRuleSetResult> |
createMatchmakingRuleSetAsync(CreateMatchmakingRuleSetRequest createMatchmakingRuleSetRequest,
AsyncHandler<CreateMatchmakingRuleSetRequest,CreateMatchmakingRuleSetResult> asyncHandler)
Creates a new rule set for FlexMatch matchmaking.
|
Future<CreatePlayerSessionResult> |
createPlayerSessionAsync(CreatePlayerSessionRequest createPlayerSessionRequest)
Reserves an open player slot in a game session for a player.
|
Future<CreatePlayerSessionResult> |
createPlayerSessionAsync(CreatePlayerSessionRequest createPlayerSessionRequest,
AsyncHandler<CreatePlayerSessionRequest,CreatePlayerSessionResult> asyncHandler)
Reserves an open player slot in a game session for a player.
|
Future<CreatePlayerSessionsResult> |
createPlayerSessionsAsync(CreatePlayerSessionsRequest createPlayerSessionsRequest)
Reserves open slots in a game session for a group of players.
|
Future<CreatePlayerSessionsResult> |
createPlayerSessionsAsync(CreatePlayerSessionsRequest createPlayerSessionsRequest,
AsyncHandler<CreatePlayerSessionsRequest,CreatePlayerSessionsResult> asyncHandler)
Reserves open slots in a game session for a group of players.
|
Future<CreateScriptResult> |
createScriptAsync(CreateScriptRequest createScriptRequest)
Creates a new script record for your Realtime Servers script.
|
Future<CreateScriptResult> |
createScriptAsync(CreateScriptRequest createScriptRequest,
AsyncHandler<CreateScriptRequest,CreateScriptResult> asyncHandler)
Creates a new script record for your Realtime Servers script.
|
Future<CreateVpcPeeringAuthorizationResult> |
createVpcPeeringAuthorizationAsync(CreateVpcPeeringAuthorizationRequest createVpcPeeringAuthorizationRequest)
Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a
virtual private cloud (VPC) in your Amazon Web Services account.
|
Future<CreateVpcPeeringAuthorizationResult> |
createVpcPeeringAuthorizationAsync(CreateVpcPeeringAuthorizationRequest createVpcPeeringAuthorizationRequest,
AsyncHandler<CreateVpcPeeringAuthorizationRequest,CreateVpcPeeringAuthorizationResult> asyncHandler)
Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a
virtual private cloud (VPC) in your Amazon Web Services account.
|
Future<CreateVpcPeeringConnectionResult> |
createVpcPeeringConnectionAsync(CreateVpcPeeringConnectionRequest createVpcPeeringConnectionRequest)
Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with
the VPC for your Amazon GameLift fleet.
|
Future<CreateVpcPeeringConnectionResult> |
createVpcPeeringConnectionAsync(CreateVpcPeeringConnectionRequest createVpcPeeringConnectionRequest,
AsyncHandler<CreateVpcPeeringConnectionRequest,CreateVpcPeeringConnectionResult> asyncHandler)
Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with
the VPC for your Amazon GameLift fleet.
|
Future<DeleteAliasResult> |
deleteAliasAsync(DeleteAliasRequest deleteAliasRequest)
Deletes an alias.
|
Future<DeleteAliasResult> |
deleteAliasAsync(DeleteAliasRequest deleteAliasRequest,
AsyncHandler<DeleteAliasRequest,DeleteAliasResult> asyncHandler)
Deletes an alias.
|
Future<DeleteBuildResult> |
deleteBuildAsync(DeleteBuildRequest deleteBuildRequest)
Deletes a build.
|
Future<DeleteBuildResult> |
deleteBuildAsync(DeleteBuildRequest deleteBuildRequest,
AsyncHandler<DeleteBuildRequest,DeleteBuildResult> asyncHandler)
Deletes a build.
|
Future<DeleteContainerGroupDefinitionResult> |
deleteContainerGroupDefinitionAsync(DeleteContainerGroupDefinitionRequest deleteContainerGroupDefinitionRequest)
This operation is used with the Amazon GameLift containers feature, which is currently in public preview.
|
Future<DeleteContainerGroupDefinitionResult> |
deleteContainerGroupDefinitionAsync(DeleteContainerGroupDefinitionRequest deleteContainerGroupDefinitionRequest,
AsyncHandler<DeleteContainerGroupDefinitionRequest,DeleteContainerGroupDefinitionResult> asyncHandler)
This operation is used with the Amazon GameLift containers feature, which is currently in public preview.
|
Future<DeleteFleetResult> |
deleteFleetAsync(DeleteFleetRequest deleteFleetRequest)
Deletes all resources and information related to a fleet and shuts down any currently running fleet instances,
including those in remote locations.
|
Future<DeleteFleetResult> |
deleteFleetAsync(DeleteFleetRequest deleteFleetRequest,
AsyncHandler<DeleteFleetRequest,DeleteFleetResult> asyncHandler)
Deletes all resources and information related to a fleet and shuts down any currently running fleet instances,
including those in remote locations.
|
Future<DeleteFleetLocationsResult> |
deleteFleetLocationsAsync(DeleteFleetLocationsRequest deleteFleetLocationsRequest)
Removes locations from a multi-location fleet.
|
Future<DeleteFleetLocationsResult> |
deleteFleetLocationsAsync(DeleteFleetLocationsRequest deleteFleetLocationsRequest,
AsyncHandler<DeleteFleetLocationsRequest,DeleteFleetLocationsResult> asyncHandler)
Removes locations from a multi-location fleet.
|
Future<DeleteGameServerGroupResult> |
deleteGameServerGroupAsync(DeleteGameServerGroupRequest deleteGameServerGroupRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<DeleteGameServerGroupResult> |
deleteGameServerGroupAsync(DeleteGameServerGroupRequest deleteGameServerGroupRequest,
AsyncHandler<DeleteGameServerGroupRequest,DeleteGameServerGroupResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<DeleteGameSessionQueueResult> |
deleteGameSessionQueueAsync(DeleteGameSessionQueueRequest deleteGameSessionQueueRequest)
Deletes a game session queue.
|
Future<DeleteGameSessionQueueResult> |
deleteGameSessionQueueAsync(DeleteGameSessionQueueRequest deleteGameSessionQueueRequest,
AsyncHandler<DeleteGameSessionQueueRequest,DeleteGameSessionQueueResult> asyncHandler)
Deletes a game session queue.
|
Future<DeleteLocationResult> |
deleteLocationAsync(DeleteLocationRequest deleteLocationRequest)
Deletes a custom location.
|
Future<DeleteLocationResult> |
deleteLocationAsync(DeleteLocationRequest deleteLocationRequest,
AsyncHandler<DeleteLocationRequest,DeleteLocationResult> asyncHandler)
Deletes a custom location.
|
Future<DeleteMatchmakingConfigurationResult> |
deleteMatchmakingConfigurationAsync(DeleteMatchmakingConfigurationRequest deleteMatchmakingConfigurationRequest)
Permanently removes a FlexMatch matchmaking configuration.
|
Future<DeleteMatchmakingConfigurationResult> |
deleteMatchmakingConfigurationAsync(DeleteMatchmakingConfigurationRequest deleteMatchmakingConfigurationRequest,
AsyncHandler<DeleteMatchmakingConfigurationRequest,DeleteMatchmakingConfigurationResult> asyncHandler)
Permanently removes a FlexMatch matchmaking configuration.
|
Future<DeleteMatchmakingRuleSetResult> |
deleteMatchmakingRuleSetAsync(DeleteMatchmakingRuleSetRequest deleteMatchmakingRuleSetRequest)
Deletes an existing matchmaking rule set.
|
Future<DeleteMatchmakingRuleSetResult> |
deleteMatchmakingRuleSetAsync(DeleteMatchmakingRuleSetRequest deleteMatchmakingRuleSetRequest,
AsyncHandler<DeleteMatchmakingRuleSetRequest,DeleteMatchmakingRuleSetResult> asyncHandler)
Deletes an existing matchmaking rule set.
|
Future<DeleteScalingPolicyResult> |
deleteScalingPolicyAsync(DeleteScalingPolicyRequest deleteScalingPolicyRequest)
Deletes a fleet scaling policy.
|
Future<DeleteScalingPolicyResult> |
deleteScalingPolicyAsync(DeleteScalingPolicyRequest deleteScalingPolicyRequest,
AsyncHandler<DeleteScalingPolicyRequest,DeleteScalingPolicyResult> asyncHandler)
Deletes a fleet scaling policy.
|
Future<DeleteScriptResult> |
deleteScriptAsync(DeleteScriptRequest deleteScriptRequest)
Deletes a Realtime script.
|
Future<DeleteScriptResult> |
deleteScriptAsync(DeleteScriptRequest deleteScriptRequest,
AsyncHandler<DeleteScriptRequest,DeleteScriptResult> asyncHandler)
Deletes a Realtime script.
|
Future<DeleteVpcPeeringAuthorizationResult> |
deleteVpcPeeringAuthorizationAsync(DeleteVpcPeeringAuthorizationRequest deleteVpcPeeringAuthorizationRequest)
Cancels a pending VPC peering authorization for the specified VPC.
|
Future<DeleteVpcPeeringAuthorizationResult> |
deleteVpcPeeringAuthorizationAsync(DeleteVpcPeeringAuthorizationRequest deleteVpcPeeringAuthorizationRequest,
AsyncHandler<DeleteVpcPeeringAuthorizationRequest,DeleteVpcPeeringAuthorizationResult> asyncHandler)
Cancels a pending VPC peering authorization for the specified VPC.
|
Future<DeleteVpcPeeringConnectionResult> |
deleteVpcPeeringConnectionAsync(DeleteVpcPeeringConnectionRequest deleteVpcPeeringConnectionRequest)
Removes a VPC peering connection.
|
Future<DeleteVpcPeeringConnectionResult> |
deleteVpcPeeringConnectionAsync(DeleteVpcPeeringConnectionRequest deleteVpcPeeringConnectionRequest,
AsyncHandler<DeleteVpcPeeringConnectionRequest,DeleteVpcPeeringConnectionResult> asyncHandler)
Removes a VPC peering connection.
|
Future<DeregisterComputeResult> |
deregisterComputeAsync(DeregisterComputeRequest deregisterComputeRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<DeregisterComputeResult> |
deregisterComputeAsync(DeregisterComputeRequest deregisterComputeRequest,
AsyncHandler<DeregisterComputeRequest,DeregisterComputeResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<DeregisterGameServerResult> |
deregisterGameServerAsync(DeregisterGameServerRequest deregisterGameServerRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<DeregisterGameServerResult> |
deregisterGameServerAsync(DeregisterGameServerRequest deregisterGameServerRequest,
AsyncHandler<DeregisterGameServerRequest,DeregisterGameServerResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<DescribeAliasResult> |
describeAliasAsync(DescribeAliasRequest describeAliasRequest)
Retrieves properties for an alias.
|
Future<DescribeAliasResult> |
describeAliasAsync(DescribeAliasRequest describeAliasRequest,
AsyncHandler<DescribeAliasRequest,DescribeAliasResult> asyncHandler)
Retrieves properties for an alias.
|
Future<DescribeBuildResult> |
describeBuildAsync(DescribeBuildRequest describeBuildRequest)
Retrieves properties for a custom game build.
|
Future<DescribeBuildResult> |
describeBuildAsync(DescribeBuildRequest describeBuildRequest,
AsyncHandler<DescribeBuildRequest,DescribeBuildResult> asyncHandler)
Retrieves properties for a custom game build.
|
Future<DescribeComputeResult> |
describeComputeAsync(DescribeComputeRequest describeComputeRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<DescribeComputeResult> |
describeComputeAsync(DescribeComputeRequest describeComputeRequest,
AsyncHandler<DescribeComputeRequest,DescribeComputeResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<DescribeContainerGroupDefinitionResult> |
describeContainerGroupDefinitionAsync(DescribeContainerGroupDefinitionRequest describeContainerGroupDefinitionRequest)
This operation is used with the Amazon GameLift containers feature, which is currently in public preview.
|
Future<DescribeContainerGroupDefinitionResult> |
describeContainerGroupDefinitionAsync(DescribeContainerGroupDefinitionRequest describeContainerGroupDefinitionRequest,
AsyncHandler<DescribeContainerGroupDefinitionRequest,DescribeContainerGroupDefinitionResult> asyncHandler)
This operation is used with the Amazon GameLift containers feature, which is currently in public preview.
|
Future<DescribeEC2InstanceLimitsResult> |
describeEC2InstanceLimitsAsync(DescribeEC2InstanceLimitsRequest describeEC2InstanceLimitsRequest)
Retrieves the instance limits and current utilization for an Amazon Web Services Region or location.
|
Future<DescribeEC2InstanceLimitsResult> |
describeEC2InstanceLimitsAsync(DescribeEC2InstanceLimitsRequest describeEC2InstanceLimitsRequest,
AsyncHandler<DescribeEC2InstanceLimitsRequest,DescribeEC2InstanceLimitsResult> asyncHandler)
Retrieves the instance limits and current utilization for an Amazon Web Services Region or location.
|
Future<DescribeFleetAttributesResult> |
describeFleetAttributesAsync(DescribeFleetAttributesRequest describeFleetAttributesRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<DescribeFleetAttributesResult> |
describeFleetAttributesAsync(DescribeFleetAttributesRequest describeFleetAttributesRequest,
AsyncHandler<DescribeFleetAttributesRequest,DescribeFleetAttributesResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<DescribeFleetCapacityResult> |
describeFleetCapacityAsync(DescribeFleetCapacityRequest describeFleetCapacityRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<DescribeFleetCapacityResult> |
describeFleetCapacityAsync(DescribeFleetCapacityRequest describeFleetCapacityRequest,
AsyncHandler<DescribeFleetCapacityRequest,DescribeFleetCapacityResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<DescribeFleetEventsResult> |
describeFleetEventsAsync(DescribeFleetEventsRequest describeFleetEventsRequest)
Retrieves entries from a fleet's event log.
|
Future<DescribeFleetEventsResult> |
describeFleetEventsAsync(DescribeFleetEventsRequest describeFleetEventsRequest,
AsyncHandler<DescribeFleetEventsRequest,DescribeFleetEventsResult> asyncHandler)
Retrieves entries from a fleet's event log.
|
Future<DescribeFleetLocationAttributesResult> |
describeFleetLocationAttributesAsync(DescribeFleetLocationAttributesRequest describeFleetLocationAttributesRequest)
Retrieves information on a fleet's remote locations, including life-cycle status and any suspended fleet
activity.
|
Future<DescribeFleetLocationAttributesResult> |
describeFleetLocationAttributesAsync(DescribeFleetLocationAttributesRequest describeFleetLocationAttributesRequest,
AsyncHandler<DescribeFleetLocationAttributesRequest,DescribeFleetLocationAttributesResult> asyncHandler)
Retrieves information on a fleet's remote locations, including life-cycle status and any suspended fleet
activity.
|
Future<DescribeFleetLocationCapacityResult> |
describeFleetLocationCapacityAsync(DescribeFleetLocationCapacityRequest describeFleetLocationCapacityRequest)
Retrieves the resource capacity settings for a fleet location.
|
Future<DescribeFleetLocationCapacityResult> |
describeFleetLocationCapacityAsync(DescribeFleetLocationCapacityRequest describeFleetLocationCapacityRequest,
AsyncHandler<DescribeFleetLocationCapacityRequest,DescribeFleetLocationCapacityResult> asyncHandler)
Retrieves the resource capacity settings for a fleet location.
|
Future<DescribeFleetLocationUtilizationResult> |
describeFleetLocationUtilizationAsync(DescribeFleetLocationUtilizationRequest describeFleetLocationUtilizationRequest)
Retrieves current usage data for a fleet location.
|
Future<DescribeFleetLocationUtilizationResult> |
describeFleetLocationUtilizationAsync(DescribeFleetLocationUtilizationRequest describeFleetLocationUtilizationRequest,
AsyncHandler<DescribeFleetLocationUtilizationRequest,DescribeFleetLocationUtilizationResult> asyncHandler)
Retrieves current usage data for a fleet location.
|
Future<DescribeFleetPortSettingsResult> |
describeFleetPortSettingsAsync(DescribeFleetPortSettingsRequest describeFleetPortSettingsRequest)
Retrieves a fleet's inbound connection permissions.
|
Future<DescribeFleetPortSettingsResult> |
describeFleetPortSettingsAsync(DescribeFleetPortSettingsRequest describeFleetPortSettingsRequest,
AsyncHandler<DescribeFleetPortSettingsRequest,DescribeFleetPortSettingsResult> asyncHandler)
Retrieves a fleet's inbound connection permissions.
|
Future<DescribeFleetUtilizationResult> |
describeFleetUtilizationAsync(DescribeFleetUtilizationRequest describeFleetUtilizationRequest)
Retrieves utilization statistics for one or more fleets.
|
Future<DescribeFleetUtilizationResult> |
describeFleetUtilizationAsync(DescribeFleetUtilizationRequest describeFleetUtilizationRequest,
AsyncHandler<DescribeFleetUtilizationRequest,DescribeFleetUtilizationResult> asyncHandler)
Retrieves utilization statistics for one or more fleets.
|
Future<DescribeGameServerResult> |
describeGameServerAsync(DescribeGameServerRequest describeGameServerRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<DescribeGameServerResult> |
describeGameServerAsync(DescribeGameServerRequest describeGameServerRequest,
AsyncHandler<DescribeGameServerRequest,DescribeGameServerResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<DescribeGameServerGroupResult> |
describeGameServerGroupAsync(DescribeGameServerGroupRequest describeGameServerGroupRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<DescribeGameServerGroupResult> |
describeGameServerGroupAsync(DescribeGameServerGroupRequest describeGameServerGroupRequest,
AsyncHandler<DescribeGameServerGroupRequest,DescribeGameServerGroupResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<DescribeGameServerInstancesResult> |
describeGameServerInstancesAsync(DescribeGameServerInstancesRequest describeGameServerInstancesRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<DescribeGameServerInstancesResult> |
describeGameServerInstancesAsync(DescribeGameServerInstancesRequest describeGameServerInstancesRequest,
AsyncHandler<DescribeGameServerInstancesRequest,DescribeGameServerInstancesResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<DescribeGameSessionDetailsResult> |
describeGameSessionDetailsAsync(DescribeGameSessionDetailsRequest describeGameSessionDetailsRequest)
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.
|
Future<DescribeGameSessionDetailsResult> |
describeGameSessionDetailsAsync(DescribeGameSessionDetailsRequest describeGameSessionDetailsRequest,
AsyncHandler<DescribeGameSessionDetailsRequest,DescribeGameSessionDetailsResult> asyncHandler)
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.
|
Future<DescribeGameSessionPlacementResult> |
describeGameSessionPlacementAsync(DescribeGameSessionPlacementRequest describeGameSessionPlacementRequest)
Retrieves information, including current status, about a game session placement request.
|
Future<DescribeGameSessionPlacementResult> |
describeGameSessionPlacementAsync(DescribeGameSessionPlacementRequest describeGameSessionPlacementRequest,
AsyncHandler<DescribeGameSessionPlacementRequest,DescribeGameSessionPlacementResult> asyncHandler)
Retrieves information, including current status, about a game session placement request.
|
Future<DescribeGameSessionQueuesResult> |
describeGameSessionQueuesAsync(DescribeGameSessionQueuesRequest describeGameSessionQueuesRequest)
Retrieves the properties for one or more game session queues.
|
Future<DescribeGameSessionQueuesResult> |
describeGameSessionQueuesAsync(DescribeGameSessionQueuesRequest describeGameSessionQueuesRequest,
AsyncHandler<DescribeGameSessionQueuesRequest,DescribeGameSessionQueuesResult> asyncHandler)
Retrieves the properties for one or more game session queues.
|
Future<DescribeGameSessionsResult> |
describeGameSessionsAsync(DescribeGameSessionsRequest describeGameSessionsRequest)
Retrieves a set of one or more game sessions in a specific fleet location.
|
Future<DescribeGameSessionsResult> |
describeGameSessionsAsync(DescribeGameSessionsRequest describeGameSessionsRequest,
AsyncHandler<DescribeGameSessionsRequest,DescribeGameSessionsResult> asyncHandler)
Retrieves a set of one or more game sessions in a specific fleet location.
|
Future<DescribeInstancesResult> |
describeInstancesAsync(DescribeInstancesRequest describeInstancesRequest)
Retrieves information about the EC2 instances in an Amazon GameLift managed fleet, including instance ID,
connection data, and status.
|
Future<DescribeInstancesResult> |
describeInstancesAsync(DescribeInstancesRequest describeInstancesRequest,
AsyncHandler<DescribeInstancesRequest,DescribeInstancesResult> asyncHandler)
Retrieves information about the EC2 instances in an Amazon GameLift managed fleet, including instance ID,
connection data, and status.
|
Future<DescribeMatchmakingResult> |
describeMatchmakingAsync(DescribeMatchmakingRequest describeMatchmakingRequest)
Retrieves one or more matchmaking tickets.
|
Future<DescribeMatchmakingResult> |
describeMatchmakingAsync(DescribeMatchmakingRequest describeMatchmakingRequest,
AsyncHandler<DescribeMatchmakingRequest,DescribeMatchmakingResult> asyncHandler)
Retrieves one or more matchmaking tickets.
|
Future<DescribeMatchmakingConfigurationsResult> |
describeMatchmakingConfigurationsAsync(DescribeMatchmakingConfigurationsRequest describeMatchmakingConfigurationsRequest)
Retrieves the details of FlexMatch matchmaking configurations.
|
Future<DescribeMatchmakingConfigurationsResult> |
describeMatchmakingConfigurationsAsync(DescribeMatchmakingConfigurationsRequest describeMatchmakingConfigurationsRequest,
AsyncHandler<DescribeMatchmakingConfigurationsRequest,DescribeMatchmakingConfigurationsResult> asyncHandler)
Retrieves the details of FlexMatch matchmaking configurations.
|
Future<DescribeMatchmakingRuleSetsResult> |
describeMatchmakingRuleSetsAsync(DescribeMatchmakingRuleSetsRequest describeMatchmakingRuleSetsRequest)
Retrieves the details for FlexMatch matchmaking rule sets.
|
Future<DescribeMatchmakingRuleSetsResult> |
describeMatchmakingRuleSetsAsync(DescribeMatchmakingRuleSetsRequest describeMatchmakingRuleSetsRequest,
AsyncHandler<DescribeMatchmakingRuleSetsRequest,DescribeMatchmakingRuleSetsResult> asyncHandler)
Retrieves the details for FlexMatch matchmaking rule sets.
|
Future<DescribePlayerSessionsResult> |
describePlayerSessionsAsync(DescribePlayerSessionsRequest describePlayerSessionsRequest)
Retrieves properties for one or more player sessions.
|
Future<DescribePlayerSessionsResult> |
describePlayerSessionsAsync(DescribePlayerSessionsRequest describePlayerSessionsRequest,
AsyncHandler<DescribePlayerSessionsRequest,DescribePlayerSessionsResult> asyncHandler)
Retrieves properties for one or more player sessions.
|
Future<DescribeRuntimeConfigurationResult> |
describeRuntimeConfigurationAsync(DescribeRuntimeConfigurationRequest describeRuntimeConfigurationRequest)
Retrieves a fleet's runtime configuration settings.
|
Future<DescribeRuntimeConfigurationResult> |
describeRuntimeConfigurationAsync(DescribeRuntimeConfigurationRequest describeRuntimeConfigurationRequest,
AsyncHandler<DescribeRuntimeConfigurationRequest,DescribeRuntimeConfigurationResult> asyncHandler)
Retrieves a fleet's runtime configuration settings.
|
Future<DescribeScalingPoliciesResult> |
describeScalingPoliciesAsync(DescribeScalingPoliciesRequest describeScalingPoliciesRequest)
Retrieves all scaling policies applied to a fleet.
|
Future<DescribeScalingPoliciesResult> |
describeScalingPoliciesAsync(DescribeScalingPoliciesRequest describeScalingPoliciesRequest,
AsyncHandler<DescribeScalingPoliciesRequest,DescribeScalingPoliciesResult> asyncHandler)
Retrieves all scaling policies applied to a fleet.
|
Future<DescribeScriptResult> |
describeScriptAsync(DescribeScriptRequest describeScriptRequest)
Retrieves properties for a Realtime script.
|
Future<DescribeScriptResult> |
describeScriptAsync(DescribeScriptRequest describeScriptRequest,
AsyncHandler<DescribeScriptRequest,DescribeScriptResult> asyncHandler)
Retrieves properties for a Realtime script.
|
Future<DescribeVpcPeeringAuthorizationsResult> |
describeVpcPeeringAuthorizationsAsync(DescribeVpcPeeringAuthorizationsRequest describeVpcPeeringAuthorizationsRequest)
Retrieves valid VPC peering authorizations that are pending for the Amazon Web Services account.
|
Future<DescribeVpcPeeringAuthorizationsResult> |
describeVpcPeeringAuthorizationsAsync(DescribeVpcPeeringAuthorizationsRequest describeVpcPeeringAuthorizationsRequest,
AsyncHandler<DescribeVpcPeeringAuthorizationsRequest,DescribeVpcPeeringAuthorizationsResult> asyncHandler)
Retrieves valid VPC peering authorizations that are pending for the Amazon Web Services account.
|
Future<DescribeVpcPeeringConnectionsResult> |
describeVpcPeeringConnectionsAsync(DescribeVpcPeeringConnectionsRequest describeVpcPeeringConnectionsRequest)
Retrieves information on VPC peering connections.
|
Future<DescribeVpcPeeringConnectionsResult> |
describeVpcPeeringConnectionsAsync(DescribeVpcPeeringConnectionsRequest describeVpcPeeringConnectionsRequest,
AsyncHandler<DescribeVpcPeeringConnectionsRequest,DescribeVpcPeeringConnectionsResult> asyncHandler)
Retrieves information on VPC peering connections.
|
Future<GetComputeAccessResult> |
getComputeAccessAsync(GetComputeAccessRequest getComputeAccessRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<GetComputeAccessResult> |
getComputeAccessAsync(GetComputeAccessRequest getComputeAccessRequest,
AsyncHandler<GetComputeAccessRequest,GetComputeAccessResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<GetComputeAuthTokenResult> |
getComputeAuthTokenAsync(GetComputeAuthTokenRequest getComputeAuthTokenRequest)
Requests an authentication token from Amazon GameLift for a compute resource in an Amazon GameLift Anywhere fleet
or container fleet.
|
Future<GetComputeAuthTokenResult> |
getComputeAuthTokenAsync(GetComputeAuthTokenRequest getComputeAuthTokenRequest,
AsyncHandler<GetComputeAuthTokenRequest,GetComputeAuthTokenResult> asyncHandler)
Requests an authentication token from Amazon GameLift for a compute resource in an Amazon GameLift Anywhere fleet
or container fleet.
|
Future<GetGameSessionLogUrlResult> |
getGameSessionLogUrlAsync(GetGameSessionLogUrlRequest getGameSessionLogUrlRequest)
Retrieves the location of stored game session logs for a specified game session on Amazon GameLift managed
fleets.
|
Future<GetGameSessionLogUrlResult> |
getGameSessionLogUrlAsync(GetGameSessionLogUrlRequest getGameSessionLogUrlRequest,
AsyncHandler<GetGameSessionLogUrlRequest,GetGameSessionLogUrlResult> asyncHandler)
Retrieves the location of stored game session logs for a specified game session on Amazon GameLift managed
fleets.
|
Future<GetInstanceAccessResult> |
getInstanceAccessAsync(GetInstanceAccessRequest getInstanceAccessRequest)
Requests authorization to remotely connect to an instance in an Amazon GameLift managed fleet.
|
Future<GetInstanceAccessResult> |
getInstanceAccessAsync(GetInstanceAccessRequest getInstanceAccessRequest,
AsyncHandler<GetInstanceAccessRequest,GetInstanceAccessResult> asyncHandler)
Requests authorization to remotely connect to an instance in an Amazon GameLift managed fleet.
|
Future<ListAliasesResult> |
listAliasesAsync(ListAliasesRequest listAliasesRequest)
Retrieves all aliases for this Amazon Web Services account.
|
Future<ListAliasesResult> |
listAliasesAsync(ListAliasesRequest listAliasesRequest,
AsyncHandler<ListAliasesRequest,ListAliasesResult> asyncHandler)
Retrieves all aliases for this Amazon Web Services account.
|
Future<ListBuildsResult> |
listBuildsAsync(ListBuildsRequest listBuildsRequest)
Retrieves build resources for all builds associated with the Amazon Web Services account in use.
|
Future<ListBuildsResult> |
listBuildsAsync(ListBuildsRequest listBuildsRequest,
AsyncHandler<ListBuildsRequest,ListBuildsResult> asyncHandler)
Retrieves build resources for all builds associated with the Amazon Web Services account in use.
|
Future<ListComputeResult> |
listComputeAsync(ListComputeRequest listComputeRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<ListComputeResult> |
listComputeAsync(ListComputeRequest listComputeRequest,
AsyncHandler<ListComputeRequest,ListComputeResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<ListContainerGroupDefinitionsResult> |
listContainerGroupDefinitionsAsync(ListContainerGroupDefinitionsRequest listContainerGroupDefinitionsRequest)
This operation is used with the Amazon GameLift containers feature, which is currently in public preview.
|
Future<ListContainerGroupDefinitionsResult> |
listContainerGroupDefinitionsAsync(ListContainerGroupDefinitionsRequest listContainerGroupDefinitionsRequest,
AsyncHandler<ListContainerGroupDefinitionsRequest,ListContainerGroupDefinitionsResult> asyncHandler)
This operation is used with the Amazon GameLift containers feature, which is currently in public preview.
|
Future<ListFleetsResult> |
listFleetsAsync(ListFleetsRequest listFleetsRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<ListFleetsResult> |
listFleetsAsync(ListFleetsRequest listFleetsRequest,
AsyncHandler<ListFleetsRequest,ListFleetsResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<ListGameServerGroupsResult> |
listGameServerGroupsAsync(ListGameServerGroupsRequest listGameServerGroupsRequest)
Lists a game server groups.
|
Future<ListGameServerGroupsResult> |
listGameServerGroupsAsync(ListGameServerGroupsRequest listGameServerGroupsRequest,
AsyncHandler<ListGameServerGroupsRequest,ListGameServerGroupsResult> asyncHandler)
Lists a game server groups.
|
Future<ListGameServersResult> |
listGameServersAsync(ListGameServersRequest listGameServersRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<ListGameServersResult> |
listGameServersAsync(ListGameServersRequest listGameServersRequest,
AsyncHandler<ListGameServersRequest,ListGameServersResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<ListLocationsResult> |
listLocationsAsync(ListLocationsRequest listLocationsRequest)
Lists all custom and Amazon Web Services locations.
|
Future<ListLocationsResult> |
listLocationsAsync(ListLocationsRequest listLocationsRequest,
AsyncHandler<ListLocationsRequest,ListLocationsResult> asyncHandler)
Lists all custom and Amazon Web Services locations.
|
Future<ListScriptsResult> |
listScriptsAsync(ListScriptsRequest listScriptsRequest)
Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in
use.
|
Future<ListScriptsResult> |
listScriptsAsync(ListScriptsRequest listScriptsRequest,
AsyncHandler<ListScriptsRequest,ListScriptsResult> asyncHandler)
Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in
use.
|
Future<ListTagsForResourceResult> |
listTagsForResourceAsync(ListTagsForResourceRequest listTagsForResourceRequest)
Retrieves all tags assigned to a Amazon GameLift resource.
|
Future<ListTagsForResourceResult> |
listTagsForResourceAsync(ListTagsForResourceRequest listTagsForResourceRequest,
AsyncHandler<ListTagsForResourceRequest,ListTagsForResourceResult> asyncHandler)
Retrieves all tags assigned to a Amazon GameLift resource.
|
Future<PutScalingPolicyResult> |
putScalingPolicyAsync(PutScalingPolicyRequest putScalingPolicyRequest)
Creates or updates a scaling policy for a fleet.
|
Future<PutScalingPolicyResult> |
putScalingPolicyAsync(PutScalingPolicyRequest putScalingPolicyRequest,
AsyncHandler<PutScalingPolicyRequest,PutScalingPolicyResult> asyncHandler)
Creates or updates a scaling policy for a fleet.
|
Future<RegisterComputeResult> |
registerComputeAsync(RegisterComputeRequest registerComputeRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<RegisterComputeResult> |
registerComputeAsync(RegisterComputeRequest registerComputeRequest,
AsyncHandler<RegisterComputeRequest,RegisterComputeResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<RegisterGameServerResult> |
registerGameServerAsync(RegisterGameServerRequest registerGameServerRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<RegisterGameServerResult> |
registerGameServerAsync(RegisterGameServerRequest registerGameServerRequest,
AsyncHandler<RegisterGameServerRequest,RegisterGameServerResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<RequestUploadCredentialsResult> |
requestUploadCredentialsAsync(RequestUploadCredentialsRequest requestUploadCredentialsRequest)
Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's
Amazon S3.
|
Future<RequestUploadCredentialsResult> |
requestUploadCredentialsAsync(RequestUploadCredentialsRequest requestUploadCredentialsRequest,
AsyncHandler<RequestUploadCredentialsRequest,RequestUploadCredentialsResult> asyncHandler)
Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's
Amazon S3.
|
Future<ResolveAliasResult> |
resolveAliasAsync(ResolveAliasRequest resolveAliasRequest)
Attempts to retrieve a fleet ID that is associated with an alias.
|
Future<ResolveAliasResult> |
resolveAliasAsync(ResolveAliasRequest resolveAliasRequest,
AsyncHandler<ResolveAliasRequest,ResolveAliasResult> asyncHandler)
Attempts to retrieve a fleet ID that is associated with an alias.
|
Future<ResumeGameServerGroupResult> |
resumeGameServerGroupAsync(ResumeGameServerGroupRequest resumeGameServerGroupRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<ResumeGameServerGroupResult> |
resumeGameServerGroupAsync(ResumeGameServerGroupRequest resumeGameServerGroupRequest,
AsyncHandler<ResumeGameServerGroupRequest,ResumeGameServerGroupResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<SearchGameSessionsResult> |
searchGameSessionsAsync(SearchGameSessionsRequest searchGameSessionsRequest)
Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order.
|
Future<SearchGameSessionsResult> |
searchGameSessionsAsync(SearchGameSessionsRequest searchGameSessionsRequest,
AsyncHandler<SearchGameSessionsRequest,SearchGameSessionsResult> asyncHandler)
Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order.
|
Future<StartFleetActionsResult> |
startFleetActionsAsync(StartFleetActionsRequest startFleetActionsRequest)
Resumes certain types of activity on fleet instances that were suspended with StopFleetActions.
|
Future<StartFleetActionsResult> |
startFleetActionsAsync(StartFleetActionsRequest startFleetActionsRequest,
AsyncHandler<StartFleetActionsRequest,StartFleetActionsResult> asyncHandler)
Resumes certain types of activity on fleet instances that were suspended with StopFleetActions.
|
Future<StartGameSessionPlacementResult> |
startGameSessionPlacementAsync(StartGameSessionPlacementRequest startGameSessionPlacementRequest)
Places a request for a new game session in a queue.
|
Future<StartGameSessionPlacementResult> |
startGameSessionPlacementAsync(StartGameSessionPlacementRequest startGameSessionPlacementRequest,
AsyncHandler<StartGameSessionPlacementRequest,StartGameSessionPlacementResult> asyncHandler)
Places a request for a new game session in a queue.
|
Future<StartMatchBackfillResult> |
startMatchBackfillAsync(StartMatchBackfillRequest startMatchBackfillRequest)
Finds new players to fill open slots in currently running game sessions.
|
Future<StartMatchBackfillResult> |
startMatchBackfillAsync(StartMatchBackfillRequest startMatchBackfillRequest,
AsyncHandler<StartMatchBackfillRequest,StartMatchBackfillResult> asyncHandler)
Finds new players to fill open slots in currently running game sessions.
|
Future<StartMatchmakingResult> |
startMatchmakingAsync(StartMatchmakingRequest startMatchmakingRequest)
Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules.
|
Future<StartMatchmakingResult> |
startMatchmakingAsync(StartMatchmakingRequest startMatchmakingRequest,
AsyncHandler<StartMatchmakingRequest,StartMatchmakingResult> asyncHandler)
Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules.
|
Future<StopFleetActionsResult> |
stopFleetActionsAsync(StopFleetActionsRequest stopFleetActionsRequest)
Suspends certain types of activity in a fleet location.
|
Future<StopFleetActionsResult> |
stopFleetActionsAsync(StopFleetActionsRequest stopFleetActionsRequest,
AsyncHandler<StopFleetActionsRequest,StopFleetActionsResult> asyncHandler)
Suspends certain types of activity in a fleet location.
|
Future<StopGameSessionPlacementResult> |
stopGameSessionPlacementAsync(StopGameSessionPlacementRequest stopGameSessionPlacementRequest)
Cancels a game session placement that is in
PENDING status. |
Future<StopGameSessionPlacementResult> |
stopGameSessionPlacementAsync(StopGameSessionPlacementRequest stopGameSessionPlacementRequest,
AsyncHandler<StopGameSessionPlacementRequest,StopGameSessionPlacementResult> asyncHandler)
Cancels a game session placement that is in
PENDING status. |
Future<StopMatchmakingResult> |
stopMatchmakingAsync(StopMatchmakingRequest stopMatchmakingRequest)
Cancels a matchmaking ticket or match backfill ticket that is currently being processed.
|
Future<StopMatchmakingResult> |
stopMatchmakingAsync(StopMatchmakingRequest stopMatchmakingRequest,
AsyncHandler<StopMatchmakingRequest,StopMatchmakingResult> asyncHandler)
Cancels a matchmaking ticket or match backfill ticket that is currently being processed.
|
Future<SuspendGameServerGroupResult> |
suspendGameServerGroupAsync(SuspendGameServerGroupRequest suspendGameServerGroupRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<SuspendGameServerGroupResult> |
suspendGameServerGroupAsync(SuspendGameServerGroupRequest suspendGameServerGroupRequest,
AsyncHandler<SuspendGameServerGroupRequest,SuspendGameServerGroupResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<TagResourceResult> |
tagResourceAsync(TagResourceRequest tagResourceRequest)
Assigns a tag to an Amazon GameLift resource.
|
Future<TagResourceResult> |
tagResourceAsync(TagResourceRequest tagResourceRequest,
AsyncHandler<TagResourceRequest,TagResourceResult> asyncHandler)
Assigns a tag to an Amazon GameLift resource.
|
Future<UntagResourceResult> |
untagResourceAsync(UntagResourceRequest untagResourceRequest)
Removes a tag assigned to a Amazon GameLift resource.
|
Future<UntagResourceResult> |
untagResourceAsync(UntagResourceRequest untagResourceRequest,
AsyncHandler<UntagResourceRequest,UntagResourceResult> asyncHandler)
Removes a tag assigned to a Amazon GameLift resource.
|
Future<UpdateAliasResult> |
updateAliasAsync(UpdateAliasRequest updateAliasRequest)
Updates properties for an alias.
|
Future<UpdateAliasResult> |
updateAliasAsync(UpdateAliasRequest updateAliasRequest,
AsyncHandler<UpdateAliasRequest,UpdateAliasResult> asyncHandler)
Updates properties for an alias.
|
Future<UpdateBuildResult> |
updateBuildAsync(UpdateBuildRequest updateBuildRequest)
Updates metadata in a build resource, including the build name and version.
|
Future<UpdateBuildResult> |
updateBuildAsync(UpdateBuildRequest updateBuildRequest,
AsyncHandler<UpdateBuildRequest,UpdateBuildResult> asyncHandler)
Updates metadata in a build resource, including the build name and version.
|
Future<UpdateFleetAttributesResult> |
updateFleetAttributesAsync(UpdateFleetAttributesRequest updateFleetAttributesRequest)
Updates a fleet's mutable attributes, such as game session protection and resource creation limits.
|
Future<UpdateFleetAttributesResult> |
updateFleetAttributesAsync(UpdateFleetAttributesRequest updateFleetAttributesRequest,
AsyncHandler<UpdateFleetAttributesRequest,UpdateFleetAttributesResult> asyncHandler)
Updates a fleet's mutable attributes, such as game session protection and resource creation limits.
|
Future<UpdateFleetCapacityResult> |
updateFleetCapacityAsync(UpdateFleetCapacityRequest updateFleetCapacityRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<UpdateFleetCapacityResult> |
updateFleetCapacityAsync(UpdateFleetCapacityRequest updateFleetCapacityRequest,
AsyncHandler<UpdateFleetCapacityRequest,UpdateFleetCapacityResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in
public preview.
|
Future<UpdateFleetPortSettingsResult> |
updateFleetPortSettingsAsync(UpdateFleetPortSettingsRequest updateFleetPortSettingsRequest)
Updates permissions that allow inbound traffic to connect to game sessions in the fleet.
|
Future<UpdateFleetPortSettingsResult> |
updateFleetPortSettingsAsync(UpdateFleetPortSettingsRequest updateFleetPortSettingsRequest,
AsyncHandler<UpdateFleetPortSettingsRequest,UpdateFleetPortSettingsResult> asyncHandler)
Updates permissions that allow inbound traffic to connect to game sessions in the fleet.
|
Future<UpdateGameServerResult> |
updateGameServerAsync(UpdateGameServerRequest updateGameServerRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<UpdateGameServerResult> |
updateGameServerAsync(UpdateGameServerRequest updateGameServerRequest,
AsyncHandler<UpdateGameServerRequest,UpdateGameServerResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<UpdateGameServerGroupResult> |
updateGameServerGroupAsync(UpdateGameServerGroupRequest updateGameServerGroupRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<UpdateGameServerGroupResult> |
updateGameServerGroupAsync(UpdateGameServerGroupRequest updateGameServerGroupRequest,
AsyncHandler<UpdateGameServerGroupRequest,UpdateGameServerGroupResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
|
Future<UpdateGameSessionResult> |
updateGameSessionAsync(UpdateGameSessionRequest updateGameSessionRequest)
Updates the mutable properties of a game session.
|
Future<UpdateGameSessionResult> |
updateGameSessionAsync(UpdateGameSessionRequest updateGameSessionRequest,
AsyncHandler<UpdateGameSessionRequest,UpdateGameSessionResult> asyncHandler)
Updates the mutable properties of a game session.
|
Future<UpdateGameSessionQueueResult> |
updateGameSessionQueueAsync(UpdateGameSessionQueueRequest updateGameSessionQueueRequest)
Updates the configuration of a game session queue, which determines how the queue processes new game session
requests.
|
Future<UpdateGameSessionQueueResult> |
updateGameSessionQueueAsync(UpdateGameSessionQueueRequest updateGameSessionQueueRequest,
AsyncHandler<UpdateGameSessionQueueRequest,UpdateGameSessionQueueResult> asyncHandler)
Updates the configuration of a game session queue, which determines how the queue processes new game session
requests.
|
Future<UpdateMatchmakingConfigurationResult> |
updateMatchmakingConfigurationAsync(UpdateMatchmakingConfigurationRequest updateMatchmakingConfigurationRequest)
Updates settings for a FlexMatch matchmaking configuration.
|
Future<UpdateMatchmakingConfigurationResult> |
updateMatchmakingConfigurationAsync(UpdateMatchmakingConfigurationRequest updateMatchmakingConfigurationRequest,
AsyncHandler<UpdateMatchmakingConfigurationRequest,UpdateMatchmakingConfigurationResult> asyncHandler)
Updates settings for a FlexMatch matchmaking configuration.
|
Future<UpdateRuntimeConfigurationResult> |
updateRuntimeConfigurationAsync(UpdateRuntimeConfigurationRequest updateRuntimeConfigurationRequest)
Updates the runtime configuration for the specified fleet.
|
Future<UpdateRuntimeConfigurationResult> |
updateRuntimeConfigurationAsync(UpdateRuntimeConfigurationRequest updateRuntimeConfigurationRequest,
AsyncHandler<UpdateRuntimeConfigurationRequest,UpdateRuntimeConfigurationResult> asyncHandler)
Updates the runtime configuration for the specified fleet.
|
Future<UpdateScriptResult> |
updateScriptAsync(UpdateScriptRequest updateScriptRequest)
Updates Realtime script metadata and content.
|
Future<UpdateScriptResult> |
updateScriptAsync(UpdateScriptRequest updateScriptRequest,
AsyncHandler<UpdateScriptRequest,UpdateScriptResult> asyncHandler)
Updates Realtime script metadata and content.
|
Future<ValidateMatchmakingRuleSetResult> |
validateMatchmakingRuleSetAsync(ValidateMatchmakingRuleSetRequest validateMatchmakingRuleSetRequest)
Validates the syntax of a matchmaking rule or rule set.
|
Future<ValidateMatchmakingRuleSetResult> |
validateMatchmakingRuleSetAsync(ValidateMatchmakingRuleSetRequest validateMatchmakingRuleSetRequest,
AsyncHandler<ValidateMatchmakingRuleSetRequest,ValidateMatchmakingRuleSetResult> asyncHandler)
Validates the syntax of a matchmaking rule or rule set.
|
acceptMatch, claimGameServer, createAlias, createBuild, createContainerGroupDefinition, createFleet, createFleetLocations, createGameServerGroup, createGameSession, createGameSessionQueue, createLocation, createMatchmakingConfiguration, createMatchmakingRuleSet, createPlayerSession, createPlayerSessions, createScript, createVpcPeeringAuthorization, createVpcPeeringConnection, deleteAlias, deleteBuild, deleteContainerGroupDefinition, deleteFleet, deleteFleetLocations, deleteGameServerGroup, deleteGameSessionQueue, deleteLocation, deleteMatchmakingConfiguration, deleteMatchmakingRuleSet, deleteScalingPolicy, deleteScript, deleteVpcPeeringAuthorization, deleteVpcPeeringConnection, deregisterCompute, deregisterGameServer, describeAlias, describeBuild, describeCompute, describeContainerGroupDefinition, describeEC2InstanceLimits, describeFleetAttributes, describeFleetCapacity, describeFleetEvents, describeFleetLocationAttributes, describeFleetLocationCapacity, describeFleetLocationUtilization, describeFleetPortSettings, describeFleetUtilization, describeGameServer, describeGameServerGroup, describeGameServerInstances, describeGameSessionDetails, describeGameSessionPlacement, describeGameSessionQueues, describeGameSessions, describeInstances, describeMatchmaking, describeMatchmakingConfigurations, describeMatchmakingRuleSets, describePlayerSessions, describeRuntimeConfiguration, describeScalingPolicies, describeScript, describeVpcPeeringAuthorizations, describeVpcPeeringConnections, getCachedResponseMetadata, getComputeAccess, getComputeAuthToken, getGameSessionLogUrl, getInstanceAccess, listAliases, listBuilds, listCompute, listContainerGroupDefinitions, listFleets, listGameServerGroups, listGameServers, listLocations, listScripts, listTagsForResource, putScalingPolicy, registerCompute, registerGameServer, requestUploadCredentials, resolveAlias, resumeGameServerGroup, searchGameSessions, setEndpoint, setRegion, shutdown, startFleetActions, startGameSessionPlacement, startMatchBackfill, startMatchmaking, stopFleetActions, stopGameSessionPlacement, stopMatchmaking, suspendGameServerGroup, tagResource, untagResource, updateAlias, updateBuild, updateFleetAttributes, updateFleetCapacity, updateFleetPortSettings, updateGameServer, updateGameServerGroup, updateGameSession, updateGameSessionQueue, updateMatchmakingConfiguration, updateRuntimeConfiguration, updateScript, validateMatchmakingRuleSet
Future<AcceptMatchResult> acceptMatchAsync(AcceptMatchRequest acceptMatchRequest)
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 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)
acceptMatchRequest
- Future<AcceptMatchResult> acceptMatchAsync(AcceptMatchRequest acceptMatchRequest, AsyncHandler<AcceptMatchRequest,AcceptMatchResult> asyncHandler)
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 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)
acceptMatchRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<ClaimGameServerResult> claimGameServerAsync(ClaimGameServerRequest claimGameServerRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
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 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 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
claimGameServerRequest
- Future<ClaimGameServerResult> claimGameServerAsync(ClaimGameServerRequest claimGameServerRequest, AsyncHandler<ClaimGameServerRequest,ClaimGameServerResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
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 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 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
claimGameServerRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateAliasResult> createAliasAsync(CreateAliasRequest createAliasRequest)
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 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
createAliasRequest
- Future<CreateAliasResult> createAliasAsync(CreateAliasRequest createAliasRequest, AsyncHandler<CreateAliasRequest,CreateAliasResult> asyncHandler)
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 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
createAliasRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateBuildResult> createBuildAsync(CreateBuildRequest createBuildRequest)
Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift.
When setting up a new game build for Amazon GameLift, 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 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 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 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 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
createBuildRequest
- Future<CreateBuildResult> createBuildAsync(CreateBuildRequest createBuildRequest, AsyncHandler<CreateBuildRequest,CreateBuildResult> asyncHandler)
Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift.
When setting up a new game build for Amazon GameLift, 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 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 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 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 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
createBuildRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateContainerGroupDefinitionResult> createContainerGroupDefinitionAsync(CreateContainerGroupDefinitionRequest createContainerGroupDefinitionRequest)
This operation is used with the Amazon GameLift containers feature, which is currently in public preview.
Creates a ContainerGroupDefinition
resource that describes a set of containers for hosting your game
server with Amazon GameLift managed EC2 hosting. An Amazon GameLift container group is similar to a container
"task" and "pod". Each container group can have one or more containers.
Use container group definitions when you create a container fleet. Container group definitions determine how Amazon GameLift deploys your containers to each instance in a container fleet.
You can create two types of container groups, based on scheduling strategy:
A replica container group manages the containers that run your game server application and supporting software. Replica container groups might be replicated multiple times on each fleet instance, depending on instance resources.
A daemon container group manages containers that run other software, such as background services, logging, or test processes. You might use a daemon container group for processes that need to run only once per fleet instance, or processes that need to persist independently of the replica container group.
To create a container group definition, specify a group name, a list of container definitions, and maximum total CPU and memory requirements for the container group. Specify an operating system and scheduling strategy or use the default values. When using the Amazon Web Services CLI tool, you can pass in your container definitions as a JSON file.
This operation requires Identity and Access Management (IAM) permissions to access container images in Amazon ECR repositories. See IAM permissions for Amazon GameLift for help setting the appropriate permissions.
If successful, this operation creates a new ContainerGroupDefinition
resource with an ARN value
assigned. You can't change the properties of a container group definition. Instead, create a new one.
Learn more
createContainerGroupDefinitionRequest
- Future<CreateContainerGroupDefinitionResult> createContainerGroupDefinitionAsync(CreateContainerGroupDefinitionRequest createContainerGroupDefinitionRequest, AsyncHandler<CreateContainerGroupDefinitionRequest,CreateContainerGroupDefinitionResult> asyncHandler)
This operation is used with the Amazon GameLift containers feature, which is currently in public preview.
Creates a ContainerGroupDefinition
resource that describes a set of containers for hosting your game
server with Amazon GameLift managed EC2 hosting. An Amazon GameLift container group is similar to a container
"task" and "pod". Each container group can have one or more containers.
Use container group definitions when you create a container fleet. Container group definitions determine how Amazon GameLift deploys your containers to each instance in a container fleet.
You can create two types of container groups, based on scheduling strategy:
A replica container group manages the containers that run your game server application and supporting software. Replica container groups might be replicated multiple times on each fleet instance, depending on instance resources.
A daemon container group manages containers that run other software, such as background services, logging, or test processes. You might use a daemon container group for processes that need to run only once per fleet instance, or processes that need to persist independently of the replica container group.
To create a container group definition, specify a group name, a list of container definitions, and maximum total CPU and memory requirements for the container group. Specify an operating system and scheduling strategy or use the default values. When using the Amazon Web Services CLI tool, you can pass in your container definitions as a JSON file.
This operation requires Identity and Access Management (IAM) permissions to access container images in Amazon ECR repositories. See IAM permissions for Amazon GameLift for help setting the appropriate permissions.
If successful, this operation creates a new ContainerGroupDefinition
resource with an ARN value
assigned. You can't change the properties of a container group definition. Instead, create a new one.
Learn more
createContainerGroupDefinitionRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateFleetResult> createFleetAsync(CreateFleetRequest createFleetRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
Creates a fleet of compute resources to host your game servers. Use this operation to set up the following types of fleets based on compute type:
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 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 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.
Managed container fleet
A container fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances. Your container architecture is
deployed to each fleet instance based on the fleet configuration. Amazon GameLift manages the containers on each
fleet instance and controls the lifecycle of game server processes, which host game sessions for players.
Container fleets can have instances in multiple locations. Each container on an instance that runs game server
processes is registered as a Compute
.
To create a container fleet, provide these required parameters:
ComputeType
set to CONTAINER
ContainerGroupsConfiguration
EC2InboundPermissions
EC2InstanceType
FleetType
set to ON_DEMAND
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 initiates the fleet creation workflow.
When the fleet status is ACTIVE, you can adjust capacity settings and turn autoscaling on/off for each location.
Anywhere fleet
An Anywhere fleet represents compute resources that are not owned or managed by Amazon GameLift. 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
createFleetRequest
- Future<CreateFleetResult> createFleetAsync(CreateFleetRequest createFleetRequest, AsyncHandler<CreateFleetRequest,CreateFleetResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
Creates a fleet of compute resources to host your game servers. Use this operation to set up the following types of fleets based on compute type:
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 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 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.
Managed container fleet
A container fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances. Your container architecture is
deployed to each fleet instance based on the fleet configuration. Amazon GameLift manages the containers on each
fleet instance and controls the lifecycle of game server processes, which host game sessions for players.
Container fleets can have instances in multiple locations. Each container on an instance that runs game server
processes is registered as a Compute
.
To create a container fleet, provide these required parameters:
ComputeType
set to CONTAINER
ContainerGroupsConfiguration
EC2InboundPermissions
EC2InstanceType
FleetType
set to ON_DEMAND
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 initiates the fleet creation workflow.
When the fleet status is ACTIVE, you can adjust capacity settings and turn autoscaling on/off for each location.
Anywhere fleet
An Anywhere fleet represents compute resources that are not owned or managed by Amazon GameLift. 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
createFleetRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateFleetLocationsResult> createFleetLocationsAsync(CreateFleetLocationsRequest createFleetLocationsRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
Adds remote locations to an EC2 or container fleet 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 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
createFleetLocationsRequest
- Future<CreateFleetLocationsResult> createFleetLocationsAsync(CreateFleetLocationsRequest createFleetLocationsRequest, AsyncHandler<CreateFleetLocationsRequest,CreateFleetLocationsResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
Adds remote locations to an EC2 or container fleet 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 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
createFleetLocationsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateGameServerGroupResult> createGameServerGroupAsync(CreateGameServerGroupRequest createGameServerGroupRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Creates a Amazon GameLift 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 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 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 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 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 FleetIQ as part of its balancing activities to optimize for availability and cost.
Learn more
createGameServerGroupRequest
- Future<CreateGameServerGroupResult> createGameServerGroupAsync(CreateGameServerGroupRequest createGameServerGroupRequest, AsyncHandler<CreateGameServerGroupRequest,CreateGameServerGroupResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Creates a Amazon GameLift 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 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 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 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 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 FleetIQ as part of its balancing activities to optimize for availability and cost.
Learn more
createGameServerGroupRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateGameSessionResult> createGameSessionAsync(CreateGameSessionRequest createGameSessionRequest)
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 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 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 retains logs for active for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.
Available in Amazon GameLift Local.
Learn more
createGameSessionRequest
- Future<CreateGameSessionResult> createGameSessionAsync(CreateGameSessionRequest createGameSessionRequest, AsyncHandler<CreateGameSessionRequest,CreateGameSessionResult> asyncHandler)
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 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 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 retains logs for active for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.
Available in Amazon GameLift Local.
Learn more
createGameSessionRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateGameSessionQueueResult> createGameSessionQueueAsync(CreateGameSessionQueueRequest createGameSessionQueueRequest)
Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, 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 fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed.
The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities.
To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity.
If successful, a new GameSessionQueue
object is returned with an assigned queue ARN. New game
session requests, which are submitted to queue with StartGameSessionPlacement or StartMatchmaking,
reference a queue's name or ARN.
Learn more
Related actions
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
createGameSessionQueueRequest
- Future<CreateGameSessionQueueResult> createGameSessionQueueAsync(CreateGameSessionQueueRequest createGameSessionQueueRequest, AsyncHandler<CreateGameSessionQueueRequest,CreateGameSessionQueueResult> asyncHandler)
Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, 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 fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed.
The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities.
To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity.
If successful, a new GameSessionQueue
object is returned with an assigned queue ARN. New game
session requests, which are submitted to queue with StartGameSessionPlacement or StartMatchmaking,
reference a queue's name or ARN.
Learn more
Related actions
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
createGameSessionQueueRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateLocationResult> createLocationAsync(CreateLocationRequest createLocationRequest)
Creates a custom location for use in an Anywhere fleet.
createLocationRequest
- Future<CreateLocationResult> createLocationAsync(CreateLocationRequest createLocationRequest, AsyncHandler<CreateLocationRequest,CreateLocationResult> asyncHandler)
Creates a custom location for use in an Anywhere fleet.
createLocationRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateMatchmakingConfigurationResult> createMatchmakingConfigurationAsync(CreateMatchmakingConfigurationRequest createMatchmakingConfigurationRequest)
Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with Amazon GameLift 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 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 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 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
createMatchmakingConfigurationRequest
- Future<CreateMatchmakingConfigurationResult> createMatchmakingConfigurationAsync(CreateMatchmakingConfigurationRequest createMatchmakingConfigurationRequest, AsyncHandler<CreateMatchmakingConfigurationRequest,CreateMatchmakingConfigurationResult> asyncHandler)
Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with Amazon GameLift 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 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 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 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
createMatchmakingConfigurationRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateMatchmakingRuleSetResult> createMatchmakingRuleSetAsync(CreateMatchmakingRuleSetRequest createMatchmakingRuleSetRequest)
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
createMatchmakingRuleSetRequest
- Future<CreateMatchmakingRuleSetResult> createMatchmakingRuleSetAsync(CreateMatchmakingRuleSetRequest createMatchmakingRuleSetRequest, AsyncHandler<CreateMatchmakingRuleSetRequest,CreateMatchmakingRuleSetResult> asyncHandler)
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
createMatchmakingRuleSetRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreatePlayerSessionResult> createPlayerSessionAsync(CreatePlayerSessionRequest createPlayerSessionRequest)
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 service. Player sessions cannot be updated.
The maximum number of players per game session is 200. It is not adjustable.
Related actions
createPlayerSessionRequest
- Future<CreatePlayerSessionResult> createPlayerSessionAsync(CreatePlayerSessionRequest createPlayerSessionRequest, AsyncHandler<CreatePlayerSessionRequest,CreatePlayerSessionResult> asyncHandler)
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 service. Player sessions cannot be updated.
The maximum number of players per game session is 200. It is not adjustable.
Related actions
createPlayerSessionRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreatePlayerSessionsResult> createPlayerSessionsAsync(CreatePlayerSessionsRequest createPlayerSessionsRequest)
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 service. Player sessions cannot be updated.
The maximum number of players per game session is 200. It is not adjustable.
Related actions
createPlayerSessionsRequest
- Future<CreatePlayerSessionsResult> createPlayerSessionsAsync(CreatePlayerSessionsRequest createPlayerSessionsRequest, AsyncHandler<CreatePlayerSessionsRequest,CreatePlayerSessionsResult> asyncHandler)
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 service. Player sessions cannot be updated.
The maximum number of players per game session is 200. It is not adjustable.
Related actions
createPlayerSessionsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateScriptResult> createScriptAsync(CreateScriptRequest createScriptRequest)
Creates a new script record for your Realtime Servers 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 Realtime Servers 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 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-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 accesses the file at this storage location as needed for deployment.
Learn more
Amazon GameLift Realtime Servers
Set Up a Role for Amazon GameLift Access
Related actions
createScriptRequest
- Future<CreateScriptResult> createScriptAsync(CreateScriptRequest createScriptRequest, AsyncHandler<CreateScriptRequest,CreateScriptResult> asyncHandler)
Creates a new script record for your Realtime Servers 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 Realtime Servers 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 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-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 accesses the file at this storage location as needed for deployment.
Learn more
Amazon GameLift Realtime Servers
Set Up a Role for Amazon GameLift Access
Related actions
createScriptRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateVpcPeeringAuthorizationResult> createVpcPeeringAuthorizationAsync(CreateVpcPeeringAuthorizationRequest createVpcPeeringAuthorizationRequest)
Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift 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 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 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 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. 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 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.
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
createVpcPeeringAuthorizationRequest
- Future<CreateVpcPeeringAuthorizationResult> createVpcPeeringAuthorizationAsync(CreateVpcPeeringAuthorizationRequest createVpcPeeringAuthorizationRequest, AsyncHandler<CreateVpcPeeringAuthorizationRequest,CreateVpcPeeringAuthorizationResult> asyncHandler)
Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift 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 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 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 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. 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 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.
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
createVpcPeeringAuthorizationRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateVpcPeeringConnectionResult> createVpcPeeringConnectionAsync(CreateVpcPeeringConnectionRequest createVpcPeeringConnectionRequest)
Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon GameLift 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 fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift 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 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
createVpcPeeringConnectionRequest
- Future<CreateVpcPeeringConnectionResult> createVpcPeeringConnectionAsync(CreateVpcPeeringConnectionRequest createVpcPeeringConnectionRequest, AsyncHandler<CreateVpcPeeringConnectionRequest,CreateVpcPeeringConnectionResult> asyncHandler)
Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon GameLift 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 fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift 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 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
createVpcPeeringConnectionRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteAliasResult> deleteAliasAsync(DeleteAliasRequest deleteAliasRequest)
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
deleteAliasRequest
- Future<DeleteAliasResult> deleteAliasAsync(DeleteAliasRequest deleteAliasRequest, AsyncHandler<DeleteAliasRequest,DeleteAliasResult> asyncHandler)
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
deleteAliasRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteBuildResult> deleteBuildAsync(DeleteBuildRequest deleteBuildRequest)
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
deleteBuildRequest
- Future<DeleteBuildResult> deleteBuildAsync(DeleteBuildRequest deleteBuildRequest, AsyncHandler<DeleteBuildRequest,DeleteBuildResult> asyncHandler)
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
deleteBuildRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteContainerGroupDefinitionResult> deleteContainerGroupDefinitionAsync(DeleteContainerGroupDefinitionRequest deleteContainerGroupDefinitionRequest)
This operation is used with the Amazon GameLift containers feature, which is currently in public preview.
Deletes a container group definition resource. You can delete a container group definition if there are no fleets using the definition.
To delete a container group definition, identify the resource to delete.
Learn more
deleteContainerGroupDefinitionRequest
- Future<DeleteContainerGroupDefinitionResult> deleteContainerGroupDefinitionAsync(DeleteContainerGroupDefinitionRequest deleteContainerGroupDefinitionRequest, AsyncHandler<DeleteContainerGroupDefinitionRequest,DeleteContainerGroupDefinitionResult> asyncHandler)
This operation is used with the Amazon GameLift containers feature, which is currently in public preview.
Deletes a container group definition resource. You can delete a container group definition if there are no fleets using the definition.
To delete a container group definition, identify the resource to delete.
Learn more
deleteContainerGroupDefinitionRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteFleetResult> deleteFleetAsync(DeleteFleetRequest deleteFleetRequest)
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
deleteFleetRequest
- Future<DeleteFleetResult> deleteFleetAsync(DeleteFleetRequest deleteFleetRequest, AsyncHandler<DeleteFleetRequest,DeleteFleetResult> asyncHandler)
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
deleteFleetRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteFleetLocationsResult> deleteFleetLocationsAsync(DeleteFleetLocationsRequest deleteFleetLocationsRequest)
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
deleteFleetLocationsRequest
- Future<DeleteFleetLocationsResult> deleteFleetLocationsAsync(DeleteFleetLocationsRequest deleteFleetLocationsRequest, AsyncHandler<DeleteFleetLocationsRequest,DeleteFleetLocationsResult> asyncHandler)
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
deleteFleetLocationsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteGameServerGroupResult> deleteGameServerGroupAsync(DeleteGameServerGroupRequest deleteGameServerGroupRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
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
FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in
ERROR
status.
Amazon GameLift FleetIQ emits delete events to Amazon CloudWatch.
Learn more
deleteGameServerGroupRequest
- Future<DeleteGameServerGroupResult> deleteGameServerGroupAsync(DeleteGameServerGroupRequest deleteGameServerGroupRequest, AsyncHandler<DeleteGameServerGroupRequest,DeleteGameServerGroupResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
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
FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in
ERROR
status.
Amazon GameLift FleetIQ emits delete events to Amazon CloudWatch.
Learn more
deleteGameServerGroupRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteGameSessionQueueResult> deleteGameSessionQueueAsync(DeleteGameSessionQueueRequest deleteGameSessionQueueRequest)
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.
deleteGameSessionQueueRequest
- Future<DeleteGameSessionQueueResult> deleteGameSessionQueueAsync(DeleteGameSessionQueueRequest deleteGameSessionQueueRequest, AsyncHandler<DeleteGameSessionQueueRequest,DeleteGameSessionQueueResult> asyncHandler)
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.
deleteGameSessionQueueRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteLocationResult> deleteLocationAsync(DeleteLocationRequest deleteLocationRequest)
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.
deleteLocationRequest
- Future<DeleteLocationResult> deleteLocationAsync(DeleteLocationRequest deleteLocationRequest, AsyncHandler<DeleteLocationRequest,DeleteLocationResult> asyncHandler)
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.
deleteLocationRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteMatchmakingConfigurationResult> deleteMatchmakingConfigurationAsync(DeleteMatchmakingConfigurationRequest deleteMatchmakingConfigurationRequest)
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.
deleteMatchmakingConfigurationRequest
- Future<DeleteMatchmakingConfigurationResult> deleteMatchmakingConfigurationAsync(DeleteMatchmakingConfigurationRequest deleteMatchmakingConfigurationRequest, AsyncHandler<DeleteMatchmakingConfigurationRequest,DeleteMatchmakingConfigurationResult> asyncHandler)
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.
deleteMatchmakingConfigurationRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteMatchmakingRuleSetResult> deleteMatchmakingRuleSetAsync(DeleteMatchmakingRuleSetRequest deleteMatchmakingRuleSetRequest)
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
deleteMatchmakingRuleSetRequest
- Future<DeleteMatchmakingRuleSetResult> deleteMatchmakingRuleSetAsync(DeleteMatchmakingRuleSetRequest deleteMatchmakingRuleSetRequest, AsyncHandler<DeleteMatchmakingRuleSetRequest,DeleteMatchmakingRuleSetResult> asyncHandler)
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
deleteMatchmakingRuleSetRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteScalingPolicyResult> deleteScalingPolicyAsync(DeleteScalingPolicyRequest deleteScalingPolicyRequest)
Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and Amazon GameLift 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.
deleteScalingPolicyRequest
- Future<DeleteScalingPolicyResult> deleteScalingPolicyAsync(DeleteScalingPolicyRequest deleteScalingPolicyRequest, AsyncHandler<DeleteScalingPolicyRequest,DeleteScalingPolicyResult> asyncHandler)
Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and Amazon GameLift 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.
deleteScalingPolicyRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteScriptResult> deleteScriptAsync(DeleteScriptRequest deleteScriptRequest)
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 Realtime Servers
Related actions
deleteScriptRequest
- Future<DeleteScriptResult> deleteScriptAsync(DeleteScriptRequest deleteScriptRequest, AsyncHandler<DeleteScriptRequest,DeleteScriptResult> asyncHandler)
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 Realtime Servers
Related actions
deleteScriptRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteVpcPeeringAuthorizationResult> deleteVpcPeeringAuthorizationAsync(DeleteVpcPeeringAuthorizationRequest deleteVpcPeeringAuthorizationRequest)
Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, use DeleteVpcPeeringConnection.
Related actions
deleteVpcPeeringAuthorizationRequest
- Future<DeleteVpcPeeringAuthorizationResult> deleteVpcPeeringAuthorizationAsync(DeleteVpcPeeringAuthorizationRequest deleteVpcPeeringAuthorizationRequest, AsyncHandler<DeleteVpcPeeringAuthorizationRequest,DeleteVpcPeeringAuthorizationResult> asyncHandler)
Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, use DeleteVpcPeeringConnection.
Related actions
deleteVpcPeeringAuthorizationRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteVpcPeeringConnectionResult> deleteVpcPeeringConnectionAsync(DeleteVpcPeeringConnectionRequest deleteVpcPeeringConnectionRequest)
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 fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.
Related actions
deleteVpcPeeringConnectionRequest
- Future<DeleteVpcPeeringConnectionResult> deleteVpcPeeringConnectionAsync(DeleteVpcPeeringConnectionRequest deleteVpcPeeringConnectionRequest, AsyncHandler<DeleteVpcPeeringConnectionRequest,DeleteVpcPeeringConnectionResult> asyncHandler)
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 fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.
Related actions
deleteVpcPeeringConnectionRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeregisterComputeResult> deregisterComputeAsync(DeregisterComputeRequest deregisterComputeRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
Removes a compute resource from an Amazon GameLift Anywhere fleet or container fleet. Deregistered computes can no longer host game sessions through Amazon GameLift.
For an Anywhere fleet or a container fleet that's running the Amazon GameLift Agent, the Agent handles all compute registry tasks for you. For an Anywhere fleet that doesn't use the Agent, call this operation to deregister fleet computes.
To deregister a compute, call this operation from the compute that's being deregistered and specify the compute name and the fleet ID.
deregisterComputeRequest
- Future<DeregisterComputeResult> deregisterComputeAsync(DeregisterComputeRequest deregisterComputeRequest, AsyncHandler<DeregisterComputeRequest,DeregisterComputeResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
Removes a compute resource from an Amazon GameLift Anywhere fleet or container fleet. Deregistered computes can no longer host game sessions through Amazon GameLift.
For an Anywhere fleet or a container fleet that's running the Amazon GameLift Agent, the Agent handles all compute registry tasks for you. For an Anywhere fleet that doesn't use the Agent, call this operation to deregister fleet computes.
To deregister a compute, call this operation from the compute that's being deregistered and specify the compute name and the fleet ID.
deregisterComputeRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeregisterGameServerResult> deregisterGameServerAsync(DeregisterGameServerRequest deregisterGameServerRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
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
deregisterGameServerRequest
- Future<DeregisterGameServerResult> deregisterGameServerAsync(DeregisterGameServerRequest deregisterGameServerRequest, AsyncHandler<DeregisterGameServerRequest,DeregisterGameServerResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
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
deregisterGameServerRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeAliasResult> describeAliasAsync(DescribeAliasRequest describeAliasRequest)
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
describeAliasRequest
- Future<DescribeAliasResult> describeAliasAsync(DescribeAliasRequest describeAliasRequest, AsyncHandler<DescribeAliasRequest,DescribeAliasResult> asyncHandler)
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
describeAliasRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeBuildResult> describeBuildAsync(DescribeBuildRequest describeBuildRequest)
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
describeBuildRequest
- Future<DescribeBuildResult> describeBuildAsync(DescribeBuildRequest describeBuildRequest, AsyncHandler<DescribeBuildRequest,DescribeBuildResult> asyncHandler)
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
describeBuildRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeComputeResult> describeComputeAsync(DescribeComputeRequest describeComputeRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
Retrieves properties for a compute resource in an Amazon GameLift fleet. To get a list of all computes in a fleet, call ListCompute.
To request information on a specific compute, provide the fleet ID and compute name.
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 EC2
fleets, this operation returns information about the EC2 instance.
For ANYWHERE
fleets, this operation returns information about the registered compute.
For CONTAINER
fleets, this operation returns information about the container that's registered as a
compute, and the instance it's running on. The compute name is the container name.
describeComputeRequest
- Future<DescribeComputeResult> describeComputeAsync(DescribeComputeRequest describeComputeRequest, AsyncHandler<DescribeComputeRequest,DescribeComputeResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
Retrieves properties for a compute resource in an Amazon GameLift fleet. To get a list of all computes in a fleet, call ListCompute.
To request information on a specific compute, provide the fleet ID and compute name.
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 EC2
fleets, this operation returns information about the EC2 instance.
For ANYWHERE
fleets, this operation returns information about the registered compute.
For CONTAINER
fleets, this operation returns information about the container that's registered as a
compute, and the instance it's running on. The compute name is the container name.
describeComputeRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeContainerGroupDefinitionResult> describeContainerGroupDefinitionAsync(DescribeContainerGroupDefinitionRequest describeContainerGroupDefinitionRequest)
This operation is used with the Amazon GameLift containers feature, which is currently in public preview.
Retrieves the properties of a container group definition, including all container definitions in the group.
To retrieve a container group definition, provide a resource identifier. If successful, this operation returns the complete properties of the container group definition.
Learn more
describeContainerGroupDefinitionRequest
- Future<DescribeContainerGroupDefinitionResult> describeContainerGroupDefinitionAsync(DescribeContainerGroupDefinitionRequest describeContainerGroupDefinitionRequest, AsyncHandler<DescribeContainerGroupDefinitionRequest,DescribeContainerGroupDefinitionResult> asyncHandler)
This operation is used with the Amazon GameLift containers feature, which is currently in public preview.
Retrieves the properties of a container group definition, including all container definitions in the group.
To retrieve a container group definition, provide a resource identifier. If successful, this operation returns the complete properties of the container group definition.
Learn more
describeContainerGroupDefinitionRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeEC2InstanceLimitsResult> describeEC2InstanceLimitsAsync(DescribeEC2InstanceLimitsRequest describeEC2InstanceLimitsRequest)
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 fleets. You can request a limit increase for your account by using the Service limits page in the Amazon GameLift 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. 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 instance types that are deployed in us-east-2
, by all of the fleets that reside in
ap-northeast-1
.
Request specifies the Region us-east-1
with location ca-central-1
. The result is limits
and usage data on all instance types that are deployed in ca-central-1
, by all of the fleets that
reside in us-east-2
. These limits do not affect fleets in any other Regions that deploy instances to
ca-central-1
.
Request specifies the Region eu-west-1
with location ca-central-1
. The result is limits
and usage data on all instance types that are deployed in ca-central-1
, by all of the fleets that
reside in eu-west-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
describeEC2InstanceLimitsRequest
- Future<DescribeEC2InstanceLimitsResult> describeEC2InstanceLimitsAsync(DescribeEC2InstanceLimitsRequest describeEC2InstanceLimitsRequest, AsyncHandler<DescribeEC2InstanceLimitsRequest,DescribeEC2InstanceLimitsResult> asyncHandler)
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 fleets. You can request a limit increase for your account by using the Service limits page in the Amazon GameLift 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. 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 instance types that are deployed in us-east-2
, by all of the fleets that reside in
ap-northeast-1
.
Request specifies the Region us-east-1
with location ca-central-1
. The result is limits
and usage data on all instance types that are deployed in ca-central-1
, by all of the fleets that
reside in us-east-2
. These limits do not affect fleets in any other Regions that deploy instances to
ca-central-1
.
Request specifies the Region eu-west-1
with location ca-central-1
. The result is limits
and usage data on all instance types that are deployed in ca-central-1
, by all of the fleets that
reside in eu-west-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
describeEC2InstanceLimitsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeFleetAttributesResult> describeFleetAttributesAsync(DescribeFleetAttributesRequest describeFleetAttributesRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
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
describeFleetAttributesRequest
- Future<DescribeFleetAttributesResult> describeFleetAttributesAsync(DescribeFleetAttributesRequest describeFleetAttributesRequest, AsyncHandler<DescribeFleetAttributesRequest,DescribeFleetAttributesResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
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
describeFleetAttributesRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeFleetCapacityResult> describeFleetCapacityAsync(DescribeFleetCapacityRequest describeFleetCapacityRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
Retrieves the resource capacity settings for one or more fleets. For a container fleet, this operation also returns counts for replica container groups.
With multi-location fleets, this operation retrieves data for the fleet's home Region only. To retrieve capacity for remote locations, see DescribeFleetLocationCapacity.
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
describeFleetCapacityRequest
- Future<DescribeFleetCapacityResult> describeFleetCapacityAsync(DescribeFleetCapacityRequest describeFleetCapacityRequest, AsyncHandler<DescribeFleetCapacityRequest,DescribeFleetCapacityResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
Retrieves the resource capacity settings for one or more fleets. For a container fleet, this operation also returns counts for replica container groups.
With multi-location fleets, this operation retrieves data for the fleet's home Region only. To retrieve capacity for remote locations, see DescribeFleetLocationCapacity.
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
describeFleetCapacityRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeFleetEventsResult> describeFleetEventsAsync(DescribeFleetEventsRequest describeFleetEventsRequest)
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
describeFleetEventsRequest
- Future<DescribeFleetEventsResult> describeFleetEventsAsync(DescribeFleetEventsRequest describeFleetEventsRequest, AsyncHandler<DescribeFleetEventsRequest,DescribeFleetEventsResult> asyncHandler)
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
describeFleetEventsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeFleetLocationAttributesResult> describeFleetLocationAttributesAsync(DescribeFleetLocationAttributesRequest describeFleetLocationAttributesRequest)
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
describeFleetLocationAttributesRequest
- Future<DescribeFleetLocationAttributesResult> describeFleetLocationAttributesAsync(DescribeFleetLocationAttributesRequest describeFleetLocationAttributesRequest, AsyncHandler<DescribeFleetLocationAttributesRequest,DescribeFleetLocationAttributesResult> asyncHandler)
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
describeFleetLocationAttributesRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeFleetLocationCapacityResult> describeFleetLocationCapacityAsync(DescribeFleetLocationCapacityRequest describeFleetLocationCapacityRequest)
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 container fleet, this operation also returns counts for replica 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
describeFleetLocationCapacityRequest
- Future<DescribeFleetLocationCapacityResult> describeFleetLocationCapacityAsync(DescribeFleetLocationCapacityRequest describeFleetLocationCapacityRequest, AsyncHandler<DescribeFleetLocationCapacityRequest,DescribeFleetLocationCapacityResult> asyncHandler)
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 container fleet, this operation also returns counts for replica 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
describeFleetLocationCapacityRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeFleetLocationUtilizationResult> describeFleetLocationUtilizationAsync(DescribeFleetLocationUtilizationRequest describeFleetLocationUtilizationRequest)
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
describeFleetLocationUtilizationRequest
- Future<DescribeFleetLocationUtilizationResult> describeFleetLocationUtilizationAsync(DescribeFleetLocationUtilizationRequest describeFleetLocationUtilizationRequest, AsyncHandler<DescribeFleetLocationUtilizationRequest,DescribeFleetLocationUtilizationResult> asyncHandler)
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
describeFleetLocationUtilizationRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeFleetPortSettingsResult> describeFleetPortSettingsAsync(DescribeFleetPortSettingsRequest describeFleetPortSettingsRequest)
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. To connect to game server processes on a container fleet, the port settings should include one or more of the fleet's connection ports.
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
describeFleetPortSettingsRequest
- Future<DescribeFleetPortSettingsResult> describeFleetPortSettingsAsync(DescribeFleetPortSettingsRequest describeFleetPortSettingsRequest, AsyncHandler<DescribeFleetPortSettingsRequest,DescribeFleetPortSettingsResult> asyncHandler)
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. To connect to game server processes on a container fleet, the port settings should include one or more of the fleet's connection ports.
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
describeFleetPortSettingsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeFleetUtilizationResult> describeFleetUtilizationAsync(DescribeFleetUtilizationRequest describeFleetUtilizationRequest)
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
describeFleetUtilizationRequest
- Future<DescribeFleetUtilizationResult> describeFleetUtilizationAsync(DescribeFleetUtilizationRequest describeFleetUtilizationRequest, AsyncHandler<DescribeFleetUtilizationRequest,DescribeFleetUtilizationResult> asyncHandler)
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
describeFleetUtilizationRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeGameServerResult> describeGameServerAsync(DescribeGameServerRequest describeGameServerRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
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
describeGameServerRequest
- Future<DescribeGameServerResult> describeGameServerAsync(DescribeGameServerRequest describeGameServerRequest, AsyncHandler<DescribeGameServerRequest,DescribeGameServerResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
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
describeGameServerRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeGameServerGroupResult> describeGameServerGroupAsync(DescribeGameServerGroupRequest describeGameServerGroupRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Retrieves information on a game server group. This operation returns only properties related to Amazon GameLift 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
describeGameServerGroupRequest
- Future<DescribeGameServerGroupResult> describeGameServerGroupAsync(DescribeGameServerGroupRequest describeGameServerGroupRequest, AsyncHandler<DescribeGameServerGroupRequest,DescribeGameServerGroupResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Retrieves information on a game server group. This operation returns only properties related to Amazon GameLift 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
describeGameServerGroupRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeGameServerInstancesResult> describeGameServerInstancesAsync(DescribeGameServerInstancesRequest describeGameServerInstancesRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Retrieves status information about the Amazon EC2 instances associated with a Amazon GameLift 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
describeGameServerInstancesRequest
- Future<DescribeGameServerInstancesResult> describeGameServerInstancesAsync(DescribeGameServerInstancesRequest describeGameServerInstancesRequest, AsyncHandler<DescribeGameServerInstancesRequest,DescribeGameServerInstancesResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Retrieves status information about the Amazon EC2 instances associated with a Amazon GameLift 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
describeGameServerInstancesRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeGameSessionDetailsResult> describeGameSessionDetailsAsync(DescribeGameSessionDetailsRequest describeGameSessionDetailsRequest)
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
describeGameSessionDetailsRequest
- Future<DescribeGameSessionDetailsResult> describeGameSessionDetailsAsync(DescribeGameSessionDetailsRequest describeGameSessionDetailsRequest, AsyncHandler<DescribeGameSessionDetailsRequest,DescribeGameSessionDetailsResult> asyncHandler)
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
describeGameSessionDetailsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeGameSessionPlacementResult> describeGameSessionPlacementAsync(DescribeGameSessionPlacementRequest describeGameSessionPlacementRequest)
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 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.
describeGameSessionPlacementRequest
- Future<DescribeGameSessionPlacementResult> describeGameSessionPlacementAsync(DescribeGameSessionPlacementRequest describeGameSessionPlacementRequest, AsyncHandler<DescribeGameSessionPlacementRequest,DescribeGameSessionPlacementResult> asyncHandler)
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 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.
describeGameSessionPlacementRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeGameSessionQueuesResult> describeGameSessionQueuesAsync(DescribeGameSessionQueuesRequest describeGameSessionQueuesRequest)
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
describeGameSessionQueuesRequest
- Future<DescribeGameSessionQueuesResult> describeGameSessionQueuesAsync(DescribeGameSessionQueuesRequest describeGameSessionQueuesRequest, AsyncHandler<DescribeGameSessionQueuesRequest,DescribeGameSessionQueuesResult> asyncHandler)
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
describeGameSessionQueuesRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeGameSessionsResult> describeGameSessionsAsync(DescribeGameSessionsRequest describeGameSessionsRequest)
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 Local.
Learn more
describeGameSessionsRequest
- Future<DescribeGameSessionsResult> describeGameSessionsAsync(DescribeGameSessionsRequest describeGameSessionsRequest, AsyncHandler<DescribeGameSessionsRequest,DescribeGameSessionsResult> asyncHandler)
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 Local.
Learn more
describeGameSessionsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeInstancesResult> describeInstancesAsync(DescribeInstancesRequest describeInstancesRequest)
Retrieves information about the EC2 instances in an Amazon GameLift 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 ListCompute and 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
Related actions
describeInstancesRequest
- Future<DescribeInstancesResult> describeInstancesAsync(DescribeInstancesRequest describeInstancesRequest, AsyncHandler<DescribeInstancesRequest,DescribeInstancesResult> asyncHandler)
Retrieves information about the EC2 instances in an Amazon GameLift 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 ListCompute and 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
Related actions
describeInstancesRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeMatchmakingResult> describeMatchmakingAsync(DescribeMatchmakingRequest describeMatchmakingRequest)
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
describeMatchmakingRequest
- Future<DescribeMatchmakingResult> describeMatchmakingAsync(DescribeMatchmakingRequest describeMatchmakingRequest, AsyncHandler<DescribeMatchmakingRequest,DescribeMatchmakingResult> asyncHandler)
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
describeMatchmakingRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeMatchmakingConfigurationsResult> describeMatchmakingConfigurationsAsync(DescribeMatchmakingConfigurationsRequest describeMatchmakingConfigurationsRequest)
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
describeMatchmakingConfigurationsRequest
- Future<DescribeMatchmakingConfigurationsResult> describeMatchmakingConfigurationsAsync(DescribeMatchmakingConfigurationsRequest describeMatchmakingConfigurationsRequest, AsyncHandler<DescribeMatchmakingConfigurationsRequest,DescribeMatchmakingConfigurationsResult> asyncHandler)
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
describeMatchmakingConfigurationsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeMatchmakingRuleSetsResult> describeMatchmakingRuleSetsAsync(DescribeMatchmakingRuleSetsRequest describeMatchmakingRuleSetsRequest)
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
describeMatchmakingRuleSetsRequest
- Future<DescribeMatchmakingRuleSetsResult> describeMatchmakingRuleSetsAsync(DescribeMatchmakingRuleSetsRequest describeMatchmakingRuleSetsRequest, AsyncHandler<DescribeMatchmakingRuleSetsRequest,DescribeMatchmakingRuleSetsResult> asyncHandler)
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
describeMatchmakingRuleSetsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribePlayerSessionsResult> describePlayerSessionsAsync(DescribePlayerSessionsRequest describePlayerSessionsRequest)
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 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
describePlayerSessionsRequest
- Future<DescribePlayerSessionsResult> describePlayerSessionsAsync(DescribePlayerSessionsRequest describePlayerSessionsRequest, AsyncHandler<DescribePlayerSessionsRequest,DescribePlayerSessionsResult> asyncHandler)
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 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
describePlayerSessionsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeRuntimeConfigurationResult> describeRuntimeConfigurationAsync(DescribeRuntimeConfigurationRequest describeRuntimeConfigurationRequest)
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. For container fleets, the runtime configuration describes server processes that run in each replica container group. 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
describeRuntimeConfigurationRequest
- Future<DescribeRuntimeConfigurationResult> describeRuntimeConfigurationAsync(DescribeRuntimeConfigurationRequest describeRuntimeConfigurationRequest, AsyncHandler<DescribeRuntimeConfigurationRequest,DescribeRuntimeConfigurationResult> asyncHandler)
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. For container fleets, the runtime configuration describes server processes that run in each replica container group. 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
describeRuntimeConfigurationRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeScalingPoliciesResult> describeScalingPoliciesAsync(DescribeScalingPoliciesRequest describeScalingPoliciesRequest)
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.
describeScalingPoliciesRequest
- Future<DescribeScalingPoliciesResult> describeScalingPoliciesAsync(DescribeScalingPoliciesRequest describeScalingPoliciesRequest, AsyncHandler<DescribeScalingPoliciesRequest,DescribeScalingPoliciesResult> asyncHandler)
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.
describeScalingPoliciesRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeScriptResult> describeScriptAsync(DescribeScriptRequest describeScriptRequest)
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 Realtime Servers
Related actions
describeScriptRequest
- Future<DescribeScriptResult> describeScriptAsync(DescribeScriptRequest describeScriptRequest, AsyncHandler<DescribeScriptRequest,DescribeScriptResult> asyncHandler)
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 Realtime Servers
Related actions
describeScriptRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeVpcPeeringAuthorizationsResult> describeVpcPeeringAuthorizationsAsync(DescribeVpcPeeringAuthorizationsRequest describeVpcPeeringAuthorizationsRequest)
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
describeVpcPeeringAuthorizationsRequest
- Future<DescribeVpcPeeringAuthorizationsResult> describeVpcPeeringAuthorizationsAsync(DescribeVpcPeeringAuthorizationsRequest describeVpcPeeringAuthorizationsRequest, AsyncHandler<DescribeVpcPeeringAuthorizationsRequest,DescribeVpcPeeringAuthorizationsResult> asyncHandler)
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
describeVpcPeeringAuthorizationsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeVpcPeeringConnectionsResult> describeVpcPeeringConnectionsAsync(DescribeVpcPeeringConnectionsRequest describeVpcPeeringConnectionsRequest)
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 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
describeVpcPeeringConnectionsRequest
- Future<DescribeVpcPeeringConnectionsResult> describeVpcPeeringConnectionsAsync(DescribeVpcPeeringConnectionsRequest describeVpcPeeringConnectionsRequest, AsyncHandler<DescribeVpcPeeringConnectionsRequest,DescribeVpcPeeringConnectionsResult> asyncHandler)
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 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
describeVpcPeeringConnectionsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<GetComputeAccessResult> getComputeAccessAsync(GetComputeAccessRequest getComputeAccessRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
Requests authorization to remotely connect to a hosting resource in a Amazon GameLift managed fleet. This operation is not used with Amazon GameLift Anywhere fleets
To request access, specify the compute name and the fleet ID. If successful, this operation returns a set of temporary Amazon Web Services credentials, including a two-part access key and a session token.
EC2 fleets
With an 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.
Container fleets
With a container fleet (where compute type is CONTAINER
), use these credentials and the target value
with SSM to connect to the fleet instance where the container is running. After you're connected to the instance,
use Docker commands to interact with the container.
Learn more
getComputeAccessRequest
- Future<GetComputeAccessResult> getComputeAccessAsync(GetComputeAccessRequest getComputeAccessRequest, AsyncHandler<GetComputeAccessRequest,GetComputeAccessResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
Requests authorization to remotely connect to a hosting resource in a Amazon GameLift managed fleet. This operation is not used with Amazon GameLift Anywhere fleets
To request access, specify the compute name and the fleet ID. If successful, this operation returns a set of temporary Amazon Web Services credentials, including a two-part access key and a session token.
EC2 fleets
With an 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.
Container fleets
With a container fleet (where compute type is CONTAINER
), use these credentials and the target value
with SSM to connect to the fleet instance where the container is running. After you're connected to the instance,
use Docker commands to interact with the container.
Learn more
getComputeAccessRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<GetComputeAuthTokenResult> getComputeAuthTokenAsync(GetComputeAuthTokenRequest getComputeAuthTokenRequest)
Requests an authentication token from Amazon GameLift for a compute resource in an Amazon GameLift Anywhere fleet
or container fleet. Game servers that are running on the compute use this token to communicate with the Amazon
GameLift service, such as when calling the Amazon GameLift 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.
Use this operation based on the fleet compute type:
For EC2
fleets, 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
and CONTAINER
fleets, if you're using the Amazon GameLift Agent, auth
token retrieval and refresh is handled automatically for any container or Anywhere 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
Server SDK reference guides (for version 5.x)
getComputeAuthTokenRequest
- Future<GetComputeAuthTokenResult> getComputeAuthTokenAsync(GetComputeAuthTokenRequest getComputeAuthTokenRequest, AsyncHandler<GetComputeAuthTokenRequest,GetComputeAuthTokenResult> asyncHandler)
Requests an authentication token from Amazon GameLift for a compute resource in an Amazon GameLift Anywhere fleet
or container fleet. Game servers that are running on the compute use this token to communicate with the Amazon
GameLift service, such as when calling the Amazon GameLift 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.
Use this operation based on the fleet compute type:
For EC2
fleets, 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
and CONTAINER
fleets, if you're using the Amazon GameLift Agent, auth
token retrieval and refresh is handled automatically for any container or Anywhere 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
Server SDK reference guides (for version 5.x)
getComputeAuthTokenRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<GetGameSessionLogUrlResult> getGameSessionLogUrlAsync(GetGameSessionLogUrlRequest getGameSessionLogUrlRequest)
Retrieves the location of stored game session logs for a specified game session on Amazon GameLift managed fleets. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.
See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.
getGameSessionLogUrlRequest
- Future<GetGameSessionLogUrlResult> getGameSessionLogUrlAsync(GetGameSessionLogUrlRequest getGameSessionLogUrlRequest, AsyncHandler<GetGameSessionLogUrlRequest,GetGameSessionLogUrlResult> asyncHandler)
Retrieves the location of stored game session logs for a specified game session on Amazon GameLift managed fleets. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.
See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.
getGameSessionLogUrlRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<GetInstanceAccessResult> getInstanceAccessAsync(GetInstanceAccessRequest getInstanceAccessRequest)
Requests authorization to remotely connect to an instance in an Amazon GameLift managed fleet. Use this operation to connect to instances with game servers that use Amazon GameLift server SDK 4.x or earlier. To connect to instances with game servers that use server SDK 5.x or later, call 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
Related actions
getInstanceAccessRequest
- Future<GetInstanceAccessResult> getInstanceAccessAsync(GetInstanceAccessRequest getInstanceAccessRequest, AsyncHandler<GetInstanceAccessRequest,GetInstanceAccessResult> asyncHandler)
Requests authorization to remotely connect to an instance in an Amazon GameLift managed fleet. Use this operation to connect to instances with game servers that use Amazon GameLift server SDK 4.x or earlier. To connect to instances with game servers that use server SDK 5.x or later, call 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
Related actions
getInstanceAccessRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<ListAliasesResult> listAliasesAsync(ListAliasesRequest listAliasesRequest)
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
listAliasesRequest
- Future<ListAliasesResult> listAliasesAsync(ListAliasesRequest listAliasesRequest, AsyncHandler<ListAliasesRequest,ListAliasesResult> asyncHandler)
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
listAliasesRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<ListBuildsResult> listBuildsAsync(ListBuildsRequest listBuildsRequest)
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 a set of sequential pages.
Build resources are not listed in any particular order.
Learn more
listBuildsRequest
- Future<ListBuildsResult> listBuildsAsync(ListBuildsRequest listBuildsRequest, AsyncHandler<ListBuildsRequest,ListBuildsResult> asyncHandler)
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 a set of sequential pages.
Build resources are not listed in any particular order.
Learn more
listBuildsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<ListComputeResult> listComputeAsync(ListComputeRequest listComputeRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
Retrieves information on the compute resources in an Amazon GameLift fleet.
To request a list of computes, specify the fleet ID. Use the pagination parameters to retrieve results in a set of sequential pages.
You can filter the result set by location.
If successful, this operation returns information on all computes in the requested fleet. Depending on the fleet's compute type, the result includes the following information:
For EC2
fleets, this operation returns information about the EC2 instance. Compute names are
instance IDs.
For ANYWHERE
fleets, this operation returns the compute names and details provided when the compute
was registered with RegisterCompute
. The GameLiftServiceSdkEndpoint
or
GameLiftAgentEndpoint
is included.
For CONTAINER
fleets, this operation returns information about containers that are registered as
computes, and the instances they're running on. Compute names are container names.
listComputeRequest
- Future<ListComputeResult> listComputeAsync(ListComputeRequest listComputeRequest, AsyncHandler<ListComputeRequest,ListComputeResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
Retrieves information on the compute resources in an Amazon GameLift fleet.
To request a list of computes, specify the fleet ID. Use the pagination parameters to retrieve results in a set of sequential pages.
You can filter the result set by location.
If successful, this operation returns information on all computes in the requested fleet. Depending on the fleet's compute type, the result includes the following information:
For EC2
fleets, this operation returns information about the EC2 instance. Compute names are
instance IDs.
For ANYWHERE
fleets, this operation returns the compute names and details provided when the compute
was registered with RegisterCompute
. The GameLiftServiceSdkEndpoint
or
GameLiftAgentEndpoint
is included.
For CONTAINER
fleets, this operation returns information about containers that are registered as
computes, and the instances they're running on. Compute names are container names.
listComputeRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<ListContainerGroupDefinitionsResult> listContainerGroupDefinitionsAsync(ListContainerGroupDefinitionsRequest listContainerGroupDefinitionsRequest)
This operation is used with the Amazon GameLift containers feature, which is currently in public preview.
Retrieves all container group definitions for the Amazon Web Services account and Amazon Web Services Region that are currently in use. You can filter the result set by the container groups' scheduling strategy. Use the pagination parameters to retrieve results in a set of sequential pages.
This operation returns the list of container group definitions in no particular order.
Learn more
listContainerGroupDefinitionsRequest
- Future<ListContainerGroupDefinitionsResult> listContainerGroupDefinitionsAsync(ListContainerGroupDefinitionsRequest listContainerGroupDefinitionsRequest, AsyncHandler<ListContainerGroupDefinitionsRequest,ListContainerGroupDefinitionsResult> asyncHandler)
This operation is used with the Amazon GameLift containers feature, which is currently in public preview.
Retrieves all container group definitions for the Amazon Web Services account and Amazon Web Services Region that are currently in use. You can filter the result set by the container groups' scheduling strategy. Use the pagination parameters to retrieve results in a set of sequential pages.
This operation returns the list of container group definitions in no particular order.
Learn more
listContainerGroupDefinitionsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<ListFleetsResult> listFleetsAsync(ListFleetsRequest listFleetsRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
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 Realtime Servers fleets with a specific configuration script, provide the script ID.
To get a list of all fleets with a specific container group definition, provide the
ContainerGroupDefinition
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.
listFleetsRequest
- Future<ListFleetsResult> listFleetsAsync(ListFleetsRequest listFleetsRequest, AsyncHandler<ListFleetsRequest,ListFleetsResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
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 Realtime Servers fleets with a specific configuration script, provide the script ID.
To get a list of all fleets with a specific container group definition, provide the
ContainerGroupDefinition
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.
listFleetsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<ListGameServerGroupsResult> listGameServerGroupsAsync(ListGameServerGroupsRequest listGameServerGroupsRequest)
Lists a game server groups.
listGameServerGroupsRequest
- Future<ListGameServerGroupsResult> listGameServerGroupsAsync(ListGameServerGroupsRequest listGameServerGroupsRequest, AsyncHandler<ListGameServerGroupsRequest,ListGameServerGroupsResult> asyncHandler)
Lists a game server groups.
listGameServerGroupsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<ListGameServersResult> listGameServersAsync(ListGameServersRequest listGameServersRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
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
listGameServersRequest
- Future<ListGameServersResult> listGameServersAsync(ListGameServersRequest listGameServersRequest, AsyncHandler<ListGameServersRequest,ListGameServersResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
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
listGameServersRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<ListLocationsResult> listLocationsAsync(ListLocationsRequest listLocationsRequest)
Lists all custom and Amazon Web Services locations.
listLocationsRequest
- Future<ListLocationsResult> listLocationsAsync(ListLocationsRequest listLocationsRequest, AsyncHandler<ListLocationsRequest,ListLocationsResult> asyncHandler)
Lists all custom and Amazon Web Services locations.
listLocationsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<ListScriptsResult> listScriptsAsync(ListScriptsRequest listScriptsRequest)
Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use.
Learn more
Amazon GameLift Realtime Servers
Related actions
listScriptsRequest
- Future<ListScriptsResult> listScriptsAsync(ListScriptsRequest listScriptsRequest, AsyncHandler<ListScriptsRequest,ListScriptsResult> asyncHandler)
Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use.
Learn more
Amazon GameLift Realtime Servers
Related actions
listScriptsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<ListTagsForResourceResult> listTagsForResourceAsync(ListTagsForResourceRequest listTagsForResourceRequest)
Retrieves all tags assigned to a Amazon GameLift 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 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
listTagsForResourceRequest
- Future<ListTagsForResourceResult> listTagsForResourceAsync(ListTagsForResourceRequest listTagsForResourceRequest, AsyncHandler<ListTagsForResourceRequest,ListTagsForResourceResult> asyncHandler)
Retrieves all tags assigned to a Amazon GameLift 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 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
listTagsForResourceRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<PutScalingPolicyResult> putScalingPolicyAsync(PutScalingPolicyRequest putScalingPolicyRequest)
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 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 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 to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift 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.
putScalingPolicyRequest
- Future<PutScalingPolicyResult> putScalingPolicyAsync(PutScalingPolicyRequest putScalingPolicyRequest, AsyncHandler<PutScalingPolicyRequest,PutScalingPolicyResult> asyncHandler)
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 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 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 to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift 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.
putScalingPolicyRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<RegisterComputeResult> registerComputeAsync(RegisterComputeRequest registerComputeRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
Registers a compute resource in an Amazon GameLift fleet. Register computes with an Amazon GameLift Anywhere fleet or a container fleet.
For an Anywhere fleet or a container fleet that's running the Amazon GameLift 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 SDK endpoint or Agent
endpoint. Game server processes running on the compute can use this endpoint to communicate with the Amazon
GameLift service. Each server process includes the SDK endpoint in its call to the Amazon GameLift server SDK
action InitSDK()
.
To view compute details, call DescribeCompute with the compute name.
Learn more
Server SDK reference guides (for version 5.x)
registerComputeRequest
- Future<RegisterComputeResult> registerComputeAsync(RegisterComputeRequest registerComputeRequest, AsyncHandler<RegisterComputeRequest,RegisterComputeResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
Registers a compute resource in an Amazon GameLift fleet. Register computes with an Amazon GameLift Anywhere fleet or a container fleet.
For an Anywhere fleet or a container fleet that's running the Amazon GameLift 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 SDK endpoint or Agent
endpoint. Game server processes running on the compute can use this endpoint to communicate with the Amazon
GameLift service. Each server process includes the SDK endpoint in its call to the Amazon GameLift server SDK
action InitSDK()
.
To view compute details, call DescribeCompute with the compute name.
Learn more
Server SDK reference guides (for version 5.x)
registerComputeRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<RegisterGameServerResult> registerGameServerAsync(RegisterGameServerRequest registerGameServerRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Creates a new game server resource and notifies Amazon GameLift 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 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
registerGameServerRequest
- Future<RegisterGameServerResult> registerGameServerAsync(RegisterGameServerRequest registerGameServerRequest, AsyncHandler<RegisterGameServerRequest,RegisterGameServerResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Creates a new game server resource and notifies Amazon GameLift 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 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
registerGameServerRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<RequestUploadCredentialsResult> requestUploadCredentialsAsync(RequestUploadCredentialsRequest requestUploadCredentialsRequest)
Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift'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
requestUploadCredentialsRequest
- Future<RequestUploadCredentialsResult> requestUploadCredentialsAsync(RequestUploadCredentialsRequest requestUploadCredentialsRequest, AsyncHandler<RequestUploadCredentialsRequest,RequestUploadCredentialsResult> asyncHandler)
Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift'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
requestUploadCredentialsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<ResolveAliasResult> resolveAliasAsync(ResolveAliasRequest resolveAliasRequest)
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 returns a fleet ID. If the alias has a
TERMINAL
routing strategy, the result is a TerminalRoutingStrategyException
.
Related actions
resolveAliasRequest
- Future<ResolveAliasResult> resolveAliasAsync(ResolveAliasRequest resolveAliasRequest, AsyncHandler<ResolveAliasRequest,ResolveAliasResult> asyncHandler)
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 returns a fleet ID. If the alias has a
TERMINAL
routing strategy, the result is a TerminalRoutingStrategyException
.
Related actions
resolveAliasRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<ResumeGameServerGroupResult> resumeGameServerGroupAsync(ResumeGameServerGroupRequest resumeGameServerGroupRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
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
resumeGameServerGroupRequest
- Future<ResumeGameServerGroupResult> resumeGameServerGroupAsync(ResumeGameServerGroupRequest resumeGameServerGroupRequest, AsyncHandler<ResumeGameServerGroupRequest,ResumeGameServerGroupResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
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
resumeGameServerGroupRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<SearchGameSessionsResult> searchGameSessionsAsync(SearchGameSessionsRequest searchGameSessionsRequest)
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 -- A unique identifier for the game session. You can use either a GameSessionId
or GameSessionArn
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
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.
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.
searchGameSessionsRequest
- Future<SearchGameSessionsResult> searchGameSessionsAsync(SearchGameSessionsRequest searchGameSessionsRequest, AsyncHandler<SearchGameSessionsRequest,SearchGameSessionsResult> asyncHandler)
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 -- A unique identifier for the game session. You can use either a GameSessionId
or GameSessionArn
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
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.
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.
searchGameSessionsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<StartFleetActionsResult> startFleetActionsAsync(StartFleetActionsRequest startFleetActionsRequest)
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 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
startFleetActionsRequest
- Future<StartFleetActionsResult> startFleetActionsAsync(StartFleetActionsRequest startFleetActionsRequest, AsyncHandler<StartFleetActionsRequest,StartFleetActionsResult> asyncHandler)
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 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
startFleetActionsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<StartGameSessionPlacementResult> startGameSessionPlacementAsync(StartGameSessionPlacementRequest startGameSessionPlacementRequest)
Places a request for a new game session in a queue. When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.
A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.
When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.
Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players.
To place a new game session request, specify the following:
The queue name and a set of game session properties and settings
A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request
(Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player)
Latency data for all players (if you want to optimize game play for the players)
If successful, a new game session placement is created.
To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED
, a new
game session has been created and a game session ARN and Region are referenced. If the placement request times
out, you can resubmit the request or retry it with a different queue.
startGameSessionPlacementRequest
- Future<StartGameSessionPlacementResult> startGameSessionPlacementAsync(StartGameSessionPlacementRequest startGameSessionPlacementRequest, AsyncHandler<StartGameSessionPlacementRequest,StartGameSessionPlacementResult> asyncHandler)
Places a request for a new game session in a queue. When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.
A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.
When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.
Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players.
To place a new game session request, specify the following:
The queue name and a set of game session properties and settings
A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request
(Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player)
Latency data for all players (if you want to optimize game play for the players)
If successful, a new game session placement is created.
To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED
, a new
game session has been created and a game session ARN and Region are referenced. If the placement request times
out, you can resubmit the request or retry it with a different queue.
startGameSessionPlacementRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<StartMatchBackfillResult> startMatchBackfillAsync(StartMatchBackfillRequest startMatchBackfillRequest)
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 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)
startMatchBackfillRequest
- Future<StartMatchBackfillResult> startMatchBackfillAsync(StartMatchBackfillRequest startMatchBackfillRequest, AsyncHandler<StartMatchBackfillRequest,StartMatchBackfillResult> asyncHandler)
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 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)
startMatchBackfillRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<StartMatchmakingResult> startMatchmakingAsync(StartMatchmakingRequest startMatchmakingRequest)
Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use Amazon GameLift managed hosting, this operation also triggers Amazon GameLift 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
startMatchmakingRequest
- Future<StartMatchmakingResult> startMatchmakingAsync(StartMatchmakingRequest startMatchmakingRequest, AsyncHandler<StartMatchmakingRequest,StartMatchmakingResult> asyncHandler)
Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use Amazon GameLift managed hosting, this operation also triggers Amazon GameLift 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
startMatchmakingRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<StopFleetActionsResult> stopFleetActionsAsync(StopFleetActionsRequest stopFleetActionsRequest)
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 no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. To restart fleet actions again, call StartFleetActions.
Learn more
stopFleetActionsRequest
- Future<StopFleetActionsResult> stopFleetActionsAsync(StopFleetActionsRequest stopFleetActionsRequest, AsyncHandler<StopFleetActionsRequest,StopFleetActionsResult> asyncHandler)
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 no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. To restart fleet actions again, call StartFleetActions.
Learn more
stopFleetActionsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<StopGameSessionPlacementResult> stopGameSessionPlacementAsync(StopGameSessionPlacementRequest stopGameSessionPlacementRequest)
Cancels a game session placement that is in PENDING
status. To stop a placement, provide the
placement ID values. If successful, the placement is moved to CANCELLED
status.
stopGameSessionPlacementRequest
- Future<StopGameSessionPlacementResult> stopGameSessionPlacementAsync(StopGameSessionPlacementRequest stopGameSessionPlacementRequest, AsyncHandler<StopGameSessionPlacementRequest,StopGameSessionPlacementResult> asyncHandler)
Cancels a game session placement that is in PENDING
status. To stop a placement, provide the
placement ID values. If successful, the placement is moved to CANCELLED
status.
stopGameSessionPlacementRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<StopMatchmakingResult> stopMatchmakingAsync(StopMatchmakingRequest stopMatchmakingRequest)
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
stopMatchmakingRequest
- Future<StopMatchmakingResult> stopMatchmakingAsync(StopMatchmakingRequest stopMatchmakingRequest, AsyncHandler<StopMatchmakingRequest,StopMatchmakingResult> asyncHandler)
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
stopMatchmakingRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<SuspendGameServerGroupResult> suspendGameServerGroupAsync(SuspendGameServerGroupRequest suspendGameServerGroupRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
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
suspendGameServerGroupRequest
- Future<SuspendGameServerGroupResult> suspendGameServerGroupAsync(SuspendGameServerGroupRequest suspendGameServerGroupRequest, AsyncHandler<SuspendGameServerGroupRequest,SuspendGameServerGroupResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
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
suspendGameServerGroupRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<TagResourceResult> tagResourceAsync(TagResourceRequest tagResourceRequest)
Assigns a tag to an Amazon GameLift 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 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
tagResourceRequest
- Future<TagResourceResult> tagResourceAsync(TagResourceRequest tagResourceRequest, AsyncHandler<TagResourceRequest,TagResourceResult> asyncHandler)
Assigns a tag to an Amazon GameLift 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 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
tagResourceRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UntagResourceResult> untagResourceAsync(UntagResourceRequest untagResourceRequest)
Removes a tag assigned to a Amazon GameLift 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 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
untagResourceRequest
- Future<UntagResourceResult> untagResourceAsync(UntagResourceRequest untagResourceRequest, AsyncHandler<UntagResourceRequest,UntagResourceResult> asyncHandler)
Removes a tag assigned to a Amazon GameLift 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 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
untagResourceRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateAliasResult> updateAliasAsync(UpdateAliasRequest updateAliasRequest)
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
updateAliasRequest
- Future<UpdateAliasResult> updateAliasAsync(UpdateAliasRequest updateAliasRequest, AsyncHandler<UpdateAliasRequest,UpdateAliasResult> asyncHandler)
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
updateAliasRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateBuildResult> updateBuildAsync(UpdateBuildRequest updateBuildRequest)
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
updateBuildRequest
- Future<UpdateBuildResult> updateBuildAsync(UpdateBuildRequest updateBuildRequest, AsyncHandler<UpdateBuildRequest,UpdateBuildResult> asyncHandler)
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
updateBuildRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateFleetAttributesResult> updateFleetAttributesAsync(UpdateFleetAttributesRequest updateFleetAttributesRequest)
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 returns the identifiers for the updated fleet.
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updateFleetAttributesRequest
- Future<UpdateFleetAttributesResult> updateFleetAttributesAsync(UpdateFleetAttributesRequest updateFleetAttributesRequest, AsyncHandler<UpdateFleetAttributesRequest,UpdateFleetAttributesResult> asyncHandler)
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 returns the identifiers for the updated fleet.
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updateFleetAttributesRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateFleetCapacityResult> updateFleetCapacityAsync(UpdateFleetCapacityRequest updateFleetCapacityRequest)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
Updates capacity settings for a managed EC2 fleet or 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.
Use this operation to set these fleet capacity properties:
Minimum/maximum size: Set hard limits on the number of Amazon EC2 instances allowed. If Amazon GameLift 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 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 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.
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updateFleetCapacityRequest
- Future<UpdateFleetCapacityResult> updateFleetCapacityAsync(UpdateFleetCapacityRequest updateFleetCapacityRequest, AsyncHandler<UpdateFleetCapacityRequest,UpdateFleetCapacityResult> asyncHandler)
This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.
Updates capacity settings for a managed EC2 fleet or 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.
Use this operation to set these fleet capacity properties:
Minimum/maximum size: Set hard limits on the number of Amazon EC2 instances allowed. If Amazon GameLift 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 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 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.
Learn more
updateFleetCapacityRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateFleetPortSettingsResult> updateFleetPortSettingsAsync(UpdateFleetPortSettingsRequest updateFleetPortSettingsRequest)
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.
For a container fleet, inbound permissions must specify port numbers that are defined in the fleet's connection port settings.
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
updateFleetPortSettingsRequest
- Future<UpdateFleetPortSettingsResult> updateFleetPortSettingsAsync(UpdateFleetPortSettingsRequest updateFleetPortSettingsRequest, AsyncHandler<UpdateFleetPortSettingsRequest,UpdateFleetPortSettingsResult> asyncHandler)
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.
For a container fleet, inbound permissions must specify port numbers that are defined in the fleet's connection port settings.
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
updateFleetPortSettingsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateGameServerResult> updateGameServerAsync(UpdateGameServerRequest updateGameServerRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Updates information about a registered game server to help Amazon GameLift FleetIQ 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.
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updateGameServerRequest
- Future<UpdateGameServerResult> updateGameServerAsync(UpdateGameServerRequest updateGameServerRequest, AsyncHandler<UpdateGameServerRequest,UpdateGameServerResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Updates information about a registered game server to help Amazon GameLift FleetIQ 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
updateGameServerRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateGameServerGroupResult> updateGameServerGroupAsync(UpdateGameServerGroupRequest updateGameServerGroupRequest)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Updates Amazon GameLift 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 FleetIQ can continue to perform instance
balancing activity. If successful, a GameServerGroup
object is returned.
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updateGameServerGroupRequest
- Future<UpdateGameServerGroupResult> updateGameServerGroupAsync(UpdateGameServerGroupRequest updateGameServerGroupRequest, AsyncHandler<UpdateGameServerGroupRequest,UpdateGameServerGroupResult> asyncHandler)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Updates Amazon GameLift 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 FleetIQ can continue to perform instance
balancing activity. If successful, a GameServerGroup
object is returned.
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updateGameServerGroupRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateGameSessionResult> updateGameSessionAsync(UpdateGameSessionRequest updateGameSessionRequest)
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.
updateGameSessionRequest
- Future<UpdateGameSessionResult> updateGameSessionAsync(UpdateGameSessionRequest updateGameSessionRequest, AsyncHandler<UpdateGameSessionRequest,UpdateGameSessionResult> asyncHandler)
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.
updateGameSessionRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateGameSessionQueueResult> updateGameSessionQueueAsync(UpdateGameSessionQueueRequest updateGameSessionQueueRequest)
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.
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updateGameSessionQueueRequest
- Future<UpdateGameSessionQueueResult> updateGameSessionQueueAsync(UpdateGameSessionQueueRequest updateGameSessionQueueRequest, AsyncHandler<UpdateGameSessionQueueRequest,UpdateGameSessionQueueResult> asyncHandler)
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.
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updateGameSessionQueueRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateMatchmakingConfigurationResult> updateMatchmakingConfigurationAsync(UpdateMatchmakingConfigurationRequest updateMatchmakingConfigurationRequest)
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.
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updateMatchmakingConfigurationRequest
- Future<UpdateMatchmakingConfigurationResult> updateMatchmakingConfigurationAsync(UpdateMatchmakingConfigurationRequest updateMatchmakingConfigurationRequest, AsyncHandler<UpdateMatchmakingConfigurationRequest,UpdateMatchmakingConfigurationResult> asyncHandler)
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.
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updateMatchmakingConfigurationRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateRuntimeConfigurationResult> updateRuntimeConfigurationAsync(UpdateRuntimeConfigurationRequest updateRuntimeConfigurationRequest)
Updates the runtime configuration for the specified fleet. The runtime configuration tells Amazon GameLift how to
launch server processes on computes in the fleet. For managed EC2 fleets, it determines what server processes to
run on each fleet instance. For container fleets, it describes what server processes to run in each replica
container group. 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.
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updateRuntimeConfigurationRequest
- Future<UpdateRuntimeConfigurationResult> updateRuntimeConfigurationAsync(UpdateRuntimeConfigurationRequest updateRuntimeConfigurationRequest, AsyncHandler<UpdateRuntimeConfigurationRequest,UpdateRuntimeConfigurationResult> asyncHandler)
Updates the runtime configuration for the specified fleet. The runtime configuration tells Amazon GameLift how to
launch server processes on computes in the fleet. For managed EC2 fleets, it determines what server processes to
run on each fleet instance. For container fleets, it describes what server processes to run in each replica
container group. 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.
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updateRuntimeConfigurationRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateScriptResult> updateScriptAsync(UpdateScriptRequest updateScriptRequest)
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 service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions.
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Amazon GameLift Realtime Servers
Related actions
updateScriptRequest
- Future<UpdateScriptResult> updateScriptAsync(UpdateScriptRequest updateScriptRequest, AsyncHandler<UpdateScriptRequest,UpdateScriptResult> asyncHandler)
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 service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions.
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Amazon GameLift Realtime Servers
Related actions
updateScriptRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<ValidateMatchmakingRuleSetResult> validateMatchmakingRuleSetAsync(ValidateMatchmakingRuleSetRequest validateMatchmakingRuleSetRequest)
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.
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validateMatchmakingRuleSetRequest
- Future<ValidateMatchmakingRuleSetResult> validateMatchmakingRuleSetAsync(ValidateMatchmakingRuleSetRequest validateMatchmakingRuleSetRequest, AsyncHandler<ValidateMatchmakingRuleSetRequest,ValidateMatchmakingRuleSetResult> asyncHandler)
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.
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validateMatchmakingRuleSetRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.