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Amazon GameLift Metrics and Dimensions

Amazon GameLift Metrics for Fleets

The AWS/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

Amazon GameLift Metrics for Matchmaking

The GameLift namespace includes the following metrics related to matchmaking activity. The Amazon GameLift service sends metrics to CloudWatch every minute.

For more information on the sequence of matchmaking activity, see How Amazon GameLift FlexMatch Works.

Metric

Description

CurrentTickets

Matchmaking requests currently being processed or waiting to be processed.

Units: Count

Relevant CloudWatch statistics: Average, Minimum, Maximum

MatchAcceptancesTimedOut

For matchmaking configurations that require acceptance, the potential matches that timed out during acceptance since the last report.

Units: Count

Relevant CloudWatch statistics: Sum

MatchesAccepted

For matchmaking configurations that require acceptance, the potential matches that were accepted since the last report.

Units: Count

Relevant CloudWatch statistics: Sum

MatchesCreated

Potential matches that were created since the last report.

Units: Count

Relevant CloudWatch statistics: Sum

MatchesPlaced

Matches that were successfully placed into a game session since the last report.

Units: Count

Relevant CloudWatch statistics: Sum

MatchesRejected

For matchmaking configurations that require acceptance, the potential matches that were rejected by at least one player since the last report.

Units: Count

Relevant CloudWatch statistics: Sum

PlayersStarted

Players in matchmaking tickets that were added since the last report.

Units: Count

Relevant CloudWatch statistics: Sum

RuleEvaluationsPassed

Rule evaluations during the matchmaking process that passed since the last report. This metric is limited to the top 50 rules.

Units: Count

Relevant CloudWatch statistics: Sum

RuleEvaluationsFailed

Rule evaluations during matchmaking that failed since the last report. This metric is limited to the top 50 rules.

Units: Count

Relevant CloudWatch statistics: Sum

TicketsFailed

Matchmaking requests that resulted in failure since the last report.

Units: Count

Relevant CloudWatch statistics: Sum

TicketsStarted

New matchmaking requests that were created since the last report.

Units: Count

Relevant CloudWatch statistics: Sum

TicketsTimedOut

Matchmaking requests that reached the timeout limit since the last report.

Units: Count

Relevant CloudWatch statistics: Sum

TimeToMatch

For matchmaking requests that were put into a potential match before the last report, the amount of time between ticket creation and potential match creation.

Units: Seconds

Relevant CloudWatch statistics: Data Samples, Average, Minimum, Maximum, p99

TimeToTicketCancel

For matchmaking requests that were canceled before the last report, the amount of time between ticket creation and cancellation.

Units: Seconds

Relevant CloudWatch statistics: Data Samples, Average, Minimum, Maximum, p99

TimeToTicketSuccess

For matchmaking requests that succeeded before the last report, the amount of time between ticket creation and successful match placement.

Units: Seconds

Relevant CloudWatch statistics: Data Samples, Average, Minimum, Maximum, p99

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 metrics for queues and matchmaking.

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 metrics for queues and matchmaking.

QueueName

Unique identifier for a single queue. This dimension is used with metrics for game session placement queues only.

MatchmakingConfigurationName

Unique identifier for a single matchmaking configuration. This dimension is used with metrics for matchmaking only.

MatchmakingConfigurationName-RuleName

Unique identifier for the intersect of a matchmaking configuration and a matchmaking rule. This dimension is used with metrics for matchmaking only.