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Amazon GameLift Metrics and Dimensions

Amazon GameLift Metrics for Fleets

The GameLift namespace includes the following metrics related to activity across a fleet or a group of fleets. The Amazon GameLift service sends metrics to CloudWatch every minute.

Instances

Metric Description

ActiveInstances

Instances with ACTIVE status, which means they are running active server processes. The count includes idle instances and those that are hosting one or more game sessions. This metric measures current total instance capacity. This metric can be used with automatic scaling.

Units: Count

Relevant CloudWatch statistics: Average, Minimum, Maximum

DesiredInstances

Target number of active instances that Amazon GameLift is working to maintain in the fleet. With automatic scaling, this value is determined based on the scaling policies currently in force. Without automatic scaling, this value is set manually. This metric is not available when viewing data for fleet metric groups.

Units: Count

Relevant CloudWatch statistics: Average, Minimum, Maximum

IdleInstances

Active instances that are currently hosting zero (0) game sessions. This metric measures capacity that is available but unused. This metric can be used with automatic scaling.

Units: Count

Relevant CloudWatch statistics: Average, Minimum, Maximum

MaxInstances

Maximum number of instances that are allowed for the fleet. A fleet's instance maximum determines the capacity ceiling during manual or automatic scaling up. This metric is not available when viewing data for fleet metric groups.

Units: Count

Relevant CloudWatch statistics: Average, Minimum, Maximum

MinInstances

Minimum number of instances allowed for the fleet. A fleet's instance minimum determines the capacity floor during manual or automatic scaling down. This metric is not available when viewing data for fleet metric groups.

Units: Count

Relevant CloudWatch statistics: Average, Minimum, Maximum

PercentIdleInstances

Percentage of all active instances that are idle (calculated as IdleInstances / ActiveInstances). This metric can be used for automatic scaling.

Units: Percent

Relevant CloudWatch statistics: Average, Minimum, Maximum

Server Processes

Metric

Description

ActiveServerProcesses

Server processes with ACTIVE status, which means they are running and able to host game sessions. The count includes idle server processes and those that are hosting game sessions. This metric measures current total server process capacity.

Units: Count

Relevant CloudWatch statistics: Average, Minimum, Maximum

HealthyServerProcesses

Active server processes that are reporting healthy. This metric is useful for tracking the overall health of the fleet's game servers.

Units: Count

Relevant CloudWatch statistics: Average, Minimum, Maximum

PercentHealthyServerProcesses

Percentage of all active server processes that are reporting healthy (calculated as HealthyServerProcesses / ActiveServerProcesses).

Units: Percent

Relevant CloudWatch statistics: Average, Minimum, Maximum

ServerProcessAbnormalTerminations

Server processes that were shut down due to abnormal circumstances since the last report. This metric includes terminations that were initiated by the Amazon GameLift service. This occurs when a server process stops responding, consistently reports failed health checks, or does not terminate cleanly (by calling ProcessEnding()).

Units: Count

Relevant CloudWatch statistics: Sum, Average, Minimum, Maximum

ServerProcessActivations

Server processes that successfully transitioned from ACTIVATING to ACTIVE status since the last report. Server processes cannot host game sessions until they are active.

Units: Count

Relevant CloudWatch statistics: Sum, Average, Minimum, Maximum

ServerProcessTerminations

Server processes that were shut down since the last report. This includes all server processes that transitioned to TERMINATED status for any reason, including normal and abnormal process terminations.

Units: Count

Relevant CloudWatch statistics: Sum, Average, Minimum, Maximum

Game Sessions

Metric

Description

ActivatingGameSessions

Game sessions with ACTIVATING status, which means they are in the process of starting up. Game sessions cannot host players until they are active. High numbers for a sustained period of time may indicate that game sessions are not transitioning from ACTIVATING to ACTIVE status. This metric can be used with automatic scaling.

Units: Count

Relevant CloudWatch statistics: Average, Minimum, Maximum

ActiveGameSessions

Game sessions with ACTIVE status, which means they are able to host players, and are hosting zero or more players. This metric measures the total number of game sessions currently being hosted. This metric can be used with automatic scaling.

Units: Count

Relevant CloudWatch statistics: Average, Minimum, Maximum

AvailableGameSessions

Game session slots on active, healthy server processes that are not currently being used. This metric measures the number of new game sessions that could be started immediately. This metric can be used with automatic scaling.

Units: Count

Relevant CloudWatch statistics: Average, Minimum, Maximum

PercentAvailableGameSessions

Percentage of game session slots on all active server processes (healthy or unhealthy) that are not currently being used (calculated as AvailableGameSessions / [ActiveGameSessions + AvailableGameSessions + unhealthy server processes]). This metric can be used with automatic scaling.

Units: Percent

Relevant CloudWatch statistics: Average

Player Sessions

Metric

Description

CurrentPlayerSessions

Player sessions with either ACTIVE status (player is connected to an active game session) or RESERVED status (player has been given a slot in a game session but hasn't yet connected). This metric can be used with automatic scaling.

Units: Count

Relevant CloudWatch statistics: Average, Minimum, Maximum

PlayerSessionActivations

Player sessions that transitioned from RESERVED status to ACTIVE since the last report. This occurs when a player successfully connects to an active game session.

Units: Count

Relevant CloudWatch statistics: Sum, Average, Minimum, Maximum

Amazon GameLift Metrics for Queues

The GameLift namespace includes the following metrics related to activity across a game session placement queue. The Amazon GameLift service sends metrics to CloudWatch every minute.

Metric

Description

AverageWaitTime

Average amount of time that game session placement requests in the queue with status PENDING have been waiting to be fulfilled.

Units: Seconds

Relevant CloudWatch statistics: Average, Minimum, Maximum

PlacementsCanceled

Game session placement requests that were canceled before timing out since the last report.

Units: Count

Relevant CloudWatch statistics: Average, Minimum, Maximum

PlacementsStarted

New game session placement requests that were added to the queue since the last report.

Units: Count

Relevant CloudWatch statistics: Average, Minimum, Maximum

PlacementsSucceeded

Game session placement requests that resulted in a new game session since the last report.

Units: Count

Relevant CloudWatch statistics: Average, Minimum, Maximum

PlacementsTimedOut

Game session placement requests that reached the queue's timeout limit without being fulfilled since the last report.

Units: Count

Relevant CloudWatch statistics: Average, Minimum, Maximum

QueueDepth

Number of game session placement requests in the queue with status PENDING.

Units: Count

Relevant CloudWatch statistics: Average, Minimum, Maximum

Dimensions for Amazon GameLift Metrics

Amazon GameLift supports filtering metrics by the following dimensions.

Dimension Description

FleetId

Unique identifier for a single fleet. This dimension is used with all metrics for instances, server processes, game sessions, and player sessions. It is not used with queue metrics.

FleetMetricsGroup

Unique identifier for a collection of fleets. A fleet is included in a fleet metric group by adding the metric group name to the fleet's attributes (see UpdateFleetAttributes()). This dimension is used with all metrics for instances, server processes, game sessions, and player sessions. It is not used with queue metrics.

QueueName

Unique identifier for a single queue. This dimension is used with metrics for game session placement queues only. It is not used with metrics for instances, server processes, game sessions, and player sessions.