AWS SDK Version 3 for .NET
API Reference

AWS services or capabilities described in AWS Documentation may vary by region/location. Click Getting Started with Amazon AWS to see specific differences applicable to the China (Beijing) Region.

Classes

NameDescription
Class AcceptMatchRequest

Container for the parameters to the AcceptMatch operation. 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 the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error.

To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match.

If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where all players accepted the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to accept the match, the ticket status is set to FAILED, and processing is terminated. A new matchmaking request for these players can be submitted as needed.

Matchmaking-related operations include:

Class AcceptMatchResponse

This is the response object from the AcceptMatch operation.

Class Alias

Properties describing a fleet alias.

Alias-related operations include:

Class AttributeValue

Values for use in Player attribute type:value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array or data map. Each AttributeValue object can use only one of the available properties.

Class Build

Properties describing a game build.

Build-related operations include:

Class ConflictException

GameLift exception

Class CreateAliasRequest

Container for the parameters to the CreateAlias operation. Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. By using a fleet alias instead of a specific fleet ID, you can switch gameplay and players to a new fleet without changing your game client or other game components. For example, for games in production, using an alias allows you to seamlessly redirect your player base to a new game server update.

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, which you can reference when creating a game session. You can reassign an alias to another fleet by calling UpdateAlias.

Alias-related operations include:

Class CreateAliasResponse

Represents the returned data in response to a request action.

Class CreateBuildRequest

Container for the parameters to the CreateBuild operation. Creates a new Amazon GameLift build from a set of game server binary files stored in an Amazon Simple Storage Service (Amazon S3) location. To use this API call, create a .zip file containing all of the files for the build and store it in an Amazon S3 bucket under your AWS account. For help on packaging your build files and creating a build, see Uploading Your Game to Amazon GameLift.

Use this API action ONLY if you are storing your game build files in an Amazon S3 bucket. To create a build using files stored locally, use the CLI command upload-build , which uploads the build files from a file location you specify.

To create a new build using CreateBuild, identify the storage location and operating system of your game build. You also have the option of specifying a build name and version. If successful, this action creates a new build record with an unique build ID and in INITIALIZED status. Use the API call DescribeBuild to check the status of your build. A build must be in READY status before it can be used to create fleets to host your game.

Build-related operations include:

Class CreateBuildResponse

Represents the returned data in response to a request action.

Class CreateFleetRequest

Container for the parameters to the CreateFleet operation. Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple server processes to host game sessions. You configure a fleet to create instances with certain hardware specifications (see Amazon EC2 Instance Types for more information), and deploy a specified game build to each instance. A newly created fleet passes through several statuses; once it reaches the ACTIVE status, it can begin hosting game sessions.

To create a new fleet, you must specify the following: (1) fleet name, (2) build ID of an uploaded game build, (3) an EC2 instance type, and (4) a run-time configuration that describes which server processes to run on each instance in the fleet. (Although the run-time configuration is not a required parameter, the fleet cannot be successfully activated without it.)

You can also configure the new fleet with the following settings:

  • Fleet description

  • Access permissions for inbound traffic

  • Fleet-wide game session protection

  • Resource creation limit

If you use Amazon CloudWatch for metrics, you can add the new fleet to a metric group. This allows you to view aggregated metrics for a set of fleets. Once you specify a metric group, the new fleet's metrics are included in the metric group's data.

You have the option of creating a VPC peering connection with the new fleet. For more information, see VPC Peering with Amazon GameLift Fleets.

If the CreateFleet call is successful, Amazon GameLift performs the following tasks:

  • Creates a fleet record and sets the status to NEW (followed by other statuses as the fleet is activated).

  • Sets the fleet's target capacity to 1 (desired instances), which causes Amazon GameLift to start one new EC2 instance.

  • Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, Amazon GameLift staggers each launch by a few seconds.

  • Begins writing events to the fleet event log, which can be accessed in the Amazon GameLift console.

  • Sets the fleet's status to ACTIVE as soon as one server process in the fleet is ready to host a game session.

Fleet-related operations include:

Class CreateFleetResponse

Represents the returned data in response to a request action.

Class CreateGameSessionQueueRequest

Container for the parameters to the CreateGameSessionQueue operation. Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple regions. To add placement requests to a queue, call StartGameSessionPlacement and reference the queue name.

Destination order. When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience.

Player latency policies. For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc.

To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned.

Queue-related operations include:

Class CreateGameSessionQueueResponse

Represents the returned data in response to a request action.

Class CreateGameSessionRequest

Container for the parameters to the CreateGameSession operation. Creates a multiplayer game session for players. This action creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must have an ACTIVE status before a game session can be created in it.

To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing the game session properties and other settings you specified.

Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change.

Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request.

Player acceptance policy. 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.

Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.

Available in Amazon GameLift Local.

Game-session-related operations include:

Class CreateGameSessionResponse

Represents the returned data in response to a request action.

Class CreateMatchmakingConfigurationRequest

Container for the parameters to the CreateMatchmakingConfiguration operation. Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines for matching players and getting the matches into games. You can set up multiple matchmaking configurations to handle the scenarios needed for your game. Each matchmaking request (StartMatchmaking) specifies a configuration for the match and provides player attributes to support the configuration being used.

To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a new game session for the match; and the maximum time allowed for a matchmaking attempt.

Player acceptance -- In each configuration, you have the option to require that all players accept participation in a proposed match. To enable this feature, set AcceptanceRequired to true and specify a time limit for player acceptance. Players have the option to accept or reject a proposed match, and a match does not move ahead to game session placement unless all matched players accept.

Matchmaking status notification -- There are two ways to track the progress of matchmaking tickets: (1) polling ticket status with DescribeMatchmaking; or (2) receiving notifications with Amazon Simple Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the notifications, and provide the topic ARN in the matchmaking configuration (see Setting up Notifications for Matchmaking). Since notifications promise only "best effort" delivery, we recommend calling DescribeMatchmaking if no notifications are received within 30 seconds.

Operations related to match configurations and rule sets include:

Class CreateMatchmakingConfigurationResponse

Represents the returned data in response to a request action.

Class CreateMatchmakingRuleSetRequest

Container for the parameters to the CreateMatchmakingRuleSet operation. 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, and sets the parameters for acceptable player matches, such as minimum skill level or character type. Rule sets are used in matchmaking configurations, which define how matchmaking requests are handled. Each MatchmakingConfiguration uses one rule set; you can set up multiple rule sets to handle the scenarios that suit your game (such as for different game modes), and create a separate matchmaking configuration for each rule set. See additional information on rule set content in the MatchmakingRuleSet structure. For help creating rule sets, including useful examples, see the topic Adding FlexMatch to Your Game.

Once created, matchmaking rule sets cannot be changed or deleted, so we recommend checking the rule set syntax using ValidateMatchmakingRuleSetbefore creating the rule set.

To create a matchmaking rule set, provide the set of rules and a unique name. Rule sets must be defined in the same region as the matchmaking configuration they will be used with. Rule sets cannot be edited or deleted. If you need to change a rule set, create a new one with the necessary edits and then update matchmaking configurations to use the new rule set.

Operations related to match configurations and rule sets include:

Class CreateMatchmakingRuleSetResponse

Represents the returned data in response to a request action.

Class CreatePlayerSessionRequest

Container for the parameters to the CreatePlayerSession operation. Adds a player to a game session and creates a player session record. Before a player can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a group of players to a game session, use CreatePlayerSessions.

To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, the player is added to the game session and a new PlayerSession object is returned. Player sessions cannot be updated.

Available in Amazon GameLift Local.

Player-session-related operations include:

Class CreatePlayerSessionResponse

Represents the returned data in response to a request action.

Class CreatePlayerSessionsRequest

Container for the parameters to the CreatePlayerSessions operation. Adds a group of players to a game session. This action is useful with a team matching feature. Before players can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a single player to a game session, use CreatePlayerSession.

To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, the players are added to the game session and a set of new PlayerSession objects is returned. Player sessions cannot be updated.

Available in Amazon GameLift Local.

Player-session-related operations include:

Class CreatePlayerSessionsResponse

Represents the returned data in response to a request action.

Class CreateVpcPeeringAuthorizationRequest

Container for the parameters to the CreateVpcPeeringAuthorization operation. 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 AWS account. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. Once you've received authorization, call 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 AWS 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 AWS 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 AWS 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 AWS 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 AWS account that you use to manage Amazon GameLift.

The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid.

VPC peering connection operations include:

Class CreateVpcPeeringAuthorizationResponse

Represents the returned data in response to a request action.

Class CreateVpcPeeringConnectionRequest

Container for the parameters to the CreateVpcPeeringConnection operation. Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. You can peer with VPCs in any AWS 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 call 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 AWS 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 AWS 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 VpcPeeringConnection 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.

VPC peering connection operations include:

Class CreateVpcPeeringConnectionResponse

This is the response object from the CreateVpcPeeringConnection operation.

Class Credentials

AWS access credentials required to upload game build files to GameLift. These credentials are generated with CreateBuild, and are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials.

Class DeleteAliasRequest

Container for the parameters to the DeleteAlias operation. Deletes an alias. This action 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.

Alias-related operations include:

Class DeleteAliasResponse

This is the response object from the DeleteAlias operation.

Class DeleteBuildRequest

Container for the parameters to the DeleteBuild operation. Deletes a build. This action permanently deletes the build record and any uploaded build files.

To delete a build, specify its ID. 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.

Build-related operations include:

Class DeleteBuildResponse

This is the response object from the DeleteBuild operation.

Class DeleteFleetRequest

Container for the parameters to the DeleteFleet operation. Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.

This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.

Fleet-related operations include:

Class DeleteFleetResponse

This is the response object from the DeleteFleet operation.

Class DeleteGameSessionQueueRequest

Container for the parameters to the DeleteGameSessionQueue operation. Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference this queue will fail. To delete a queue, specify the queue name.

Queue-related operations include:

Class DeleteGameSessionQueueResponse

This is the response object from the DeleteGameSessionQueue operation.

Class DeleteMatchmakingConfigurationRequest

Container for the parameters to the DeleteMatchmakingConfiguration operation. 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.

Operations related to match configurations and rule sets include:

Class DeleteMatchmakingConfigurationResponse

This is the response object from the DeleteMatchmakingConfiguration operation.

Class DeleteScalingPolicyRequest

Container for the parameters to the DeleteScalingPolicy operation. Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.

Fleet-related operations include:

Class DeleteScalingPolicyResponse

This is the response object from the DeleteScalingPolicy operation.

Class DeleteVpcPeeringAuthorizationRequest

Container for the parameters to the DeleteVpcPeeringAuthorization operation. Cancels a pending VPC peering authorization for the specified VPC. If the authorization has already been used to create a peering connection, call DeleteVpcPeeringConnection to remove the connection.

VPC peering connection operations include:

Class DeleteVpcPeeringAuthorizationResponse

This is the response object from the DeleteVpcPeeringAuthorization operation.

Class DeleteVpcPeeringConnectionRequest

Container for the parameters to the DeleteVpcPeeringConnection operation. 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. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization.

Once a valid authorization exists, call this operation from the AWS 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.

VPC peering connection operations include:

Class DeleteVpcPeeringConnectionResponse

This is the response object from the DeleteVpcPeeringConnection operation.

Class DescribeAliasRequest

Container for the parameters to the DescribeAlias operation. 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.

Alias-related operations include:

Class DescribeAliasResponse

Represents the returned data in response to a request action.

Class DescribeBuildRequest

Container for the parameters to the DescribeBuild operation. Retrieves properties for a build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.

Build-related operations include:

Class DescribeBuildResponse

Represents the returned data in response to a request action.

Class DescribeEC2InstanceLimitsRequest

Container for the parameters to the DescribeEC2InstanceLimits operation. Retrieves the following information for the specified EC2 instance type:

  • maximum number of instances allowed per AWS account (service limit)

  • current usage level for the AWS account

Service limits vary depending on region. Available regions for Amazon GameLift can be found in the AWS Management Console for Amazon GameLift (see the drop-down list in the upper right corner).

Fleet-related operations include:

Class DescribeEC2InstanceLimitsResponse

Represents the returned data in response to a request action.

Class DescribeFleetAttributesRequest

Container for the parameters to the DescribeFleetAttributes operation. Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.

Some API actions 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.

Fleet-related operations include:

Class DescribeFleetAttributesResponse

Represents the returned data in response to a request action.

Class DescribeFleetCapacityRequest

Container for the parameters to the DescribeFleetCapacity operation. Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. 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. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.

Some API actions 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.

Fleet-related operations include:

Class DescribeFleetCapacityResponse

Represents the returned data in response to a request action.

Class DescribeFleetEventsRequest

Container for the parameters to the DescribeFleetEvents operation. Retrieves entries from the specified fleet's event log. 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.

Fleet-related operations include:

Class DescribeFleetEventsResponse

Represents the returned data in response to a request action.

Class DescribeFleetPortSettingsRequest

Container for the parameters to the DescribeFleetPortSettings operation. Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.

Fleet-related operations include:

Class DescribeFleetPortSettingsResponse

Represents the returned data in response to a request action.

Class DescribeFleetUtilizationRequest

Container for the parameters to the DescribeFleetUtilization operation. Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. 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. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.

Some API actions 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.

Fleet-related operations include:

Class DescribeFleetUtilizationResponse

Represents the returned data in response to a request action.

Class DescribeGameSessionDetailsRequest

Container for the parameters to the DescribeGameSessionDetails operation. Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId or GameSessionArn to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet.

To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.

Game-session-related operations include:

Class DescribeGameSessionDetailsResponse

Represents the returned data in response to a request action.

Class DescribeGameSessionPlacementRequest

Container for the parameters to the DescribeGameSessionPlacement operation. Retrieves properties and current status of a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement object is returned.

Game-session-related operations include:

Class DescribeGameSessionPlacementResponse

Represents the returned data in response to a request action.

Class DescribeGameSessionQueuesRequest

Container for the parameters to the DescribeGameSessionQueues operation. 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. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the region.

Queue-related operations include:

Class DescribeGameSessionQueuesResponse

Represents the returned data in response to a request action.

Class DescribeGameSessionsRequest

Container for the parameters to the DescribeGameSessions operation. Retrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails.

To get game sessions, specify one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session matching the request.

Available in Amazon GameLift Local.

Game-session-related operations include:

Class DescribeGameSessionsResponse

Represents the returned data in response to a request action.

Class DescribeInstancesRequest

Container for the parameters to the DescribeInstances operation. Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance.

To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.

Class DescribeInstancesResponse

Represents the returned data in response to a request action.

Class DescribeMatchmakingConfigurationsRequest

Container for the parameters to the DescribeMatchmakingConfigurations operation. Retrieves the details of FlexMatch matchmaking configurations. with this operation, you have the following options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to retrieve, 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.

Operations related to match configurations and rule sets include:

Class DescribeMatchmakingConfigurationsResponse

Represents the returned data in response to a request action.

Class DescribeMatchmakingRequest

Container for the parameters to the DescribeMatchmaking operation. Retrieves a set of one or more matchmaking tickets. Use this operation to retrieve ticket information, including status and--once a successful match is made--acquire connection information for the resulting new game session.

You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to using event notifications. See more details on tracking matchmaking requests through polling or notifications in StartMatchmaking.

You can request data for a one or a list of ticket IDs. If the request is successful, a ticket object is returned for each requested ID. When specifying a list of ticket IDs, objects are returned only for tickets that currently exist.

Matchmaking-related operations include:

Class DescribeMatchmakingResponse

Represents the returned data in response to a request action.

Class DescribeMatchmakingRuleSetsRequest

Container for the parameters to the DescribeMatchmakingRuleSets operation. 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.

Operations related to match configurations and rule sets include:

Class DescribeMatchmakingRuleSetsResponse

Represents the returned data in response to a request action.

Class DescribePlayerSessionsRequest

Container for the parameters to the DescribePlayerSessions operation. Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId to request properties for a specific player session; (2) provide a GameSessionId to request properties for all player sessions in the specified game session; (3) provide a PlayerId to request properties for all player sessions of a specified player.

To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.

Available in Amazon GameLift Local.

Player-session-related operations include:

Class DescribePlayerSessionsResponse

Represents the returned data in response to a request action.

Class DescribeRuntimeConfigurationRequest

Container for the parameters to the DescribeRuntimeConfiguration operation. Retrieves the current run-time configuration for the specified fleet. The run-time configuration tells Amazon GameLift how to launch server processes on instances in the fleet.

Fleet-related operations include:

Class DescribeRuntimeConfigurationResponse

Represents the returned data in response to a request action.

Class DescribeScalingPoliciesRequest

Container for the parameters to the DescribeScalingPolicies operation. 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.

Fleet-related operations include:

Class DescribeScalingPoliciesResponse

Represents the returned data in response to a request action.

Class DescribeVpcPeeringAuthorizationsRequest

Container for the parameters to the DescribeVpcPeeringAuthorizations operation. Retrieves valid VPC peering authorizations that are pending for the AWS account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.

VPC peering connection operations include:

Class DescribeVpcPeeringAuthorizationsResponse

This is the response object from the DescribeVpcPeeringAuthorizations operation.

Class DescribeVpcPeeringConnectionsRequest

Container for the parameters to the DescribeVpcPeeringConnections operation. 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 AWS 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.

VPC peering connection operations include:

Class DescribeVpcPeeringConnectionsResponse

Represents the returned data in response to a request action.

Class DesiredPlayerSession

Player information for use when creating player sessions using a game session placement request with StartGameSessionPlacement.

Class EC2InstanceCounts

Current status of fleet capacity. The number of active instances should match or be in the process of matching the number of desired instances. Pending and terminating counts are non-zero only if fleet capacity is adjusting to an UpdateFleetCapacity request, or if access to resources is temporarily affected.

Fleet-related operations include:

Class EC2InstanceLimit

Maximum number of instances allowed based on the Amazon Elastic Compute Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits.

Class Event

Log entry describing an event that involves Amazon GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.

Class FleetAttributes

General properties describing a fleet.

Fleet-related operations include:

Class FleetCapacity

Information about the fleet's capacity. Fleet capacity is measured in EC2 instances. By default, new fleets have a capacity of one instance, but can be updated as needed. The maximum number of instances for a fleet is determined by the fleet's instance type.

Fleet-related operations include:

Class FleetCapacityExceededException

GameLift exception

Class FleetUtilization

Current status of fleet utilization, including the number of game and player sessions being hosted.

Fleet-related operations include:

Class GameProperty

Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session, such as to specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session; the server process uses the properties as appropriate. For more information, see the Amazon GameLift Developer Guide.

Class GameSession

Properties describing a game session.

A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED.

Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.

Game-session-related operations include:

Class GameSessionConnectionInfo

Connection information for the new game session that is created with matchmaking. (with StartMatchmaking). Once a match is set, the FlexMatch engine places the match and creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the MatchmakingTicket, which can be retrieved by calling DescribeMatchmaking.

Class GameSessionDetail

A game session's properties plus the protection policy currently in force.

Class GameSessionFullException

GameLift exception

Class GameSessionPlacement

Object that describes a StartGameSessionPlacement request. This object includes the full details of the original request plus the current status and start/end time stamps.

Game session placement-related operations include:

Class GameSessionQueue

Configuration of a queue that is used to process game session placement requests. The queue configuration identifies several game features:

  • The destinations where a new game session can potentially be hosted. Amazon GameLift tries these destinations in an order based on either the queue's default order or player latency information, if provided in a placement request. With latency information, Amazon GameLift can place game sessions where the majority of players are reporting the lowest possible latency.

  • The length of time that placement requests can wait in the queue before timing out.

  • A set of optional latency policies that protect individual players from high latencies, preventing game sessions from being placed where any individual player is reporting latency higher than a policy's maximum.

Queue-related operations include:

Class GameSessionQueueDestination

Fleet designated in a game session queue. Requests for new game sessions in the queue are fulfilled by starting a new game session on any destination configured for a queue.

Queue-related operations include:

Class GetGameSessionLogUrlRequest

Container for the parameters to the GetGameSessionLogUrl operation. Retrieves the location of stored game session logs for a specified game session. 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 AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.

Game-session-related operations include:

Class GetGameSessionLogUrlResponse

Represents the returned data in response to a request action.

Class GetInstanceAccessRequest

Container for the parameters to the GetInstanceAccess operation. Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or watching activity in real time.

Access requires credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request. (See the example later in this topic). For more information on remote access, see Remotely Accessing an Instance.

To request access to a specific instance, specify the IDs of the instance and the fleet it belongs to. If successful, an InstanceAccess object is returned containing the instance's IP address and a set of credentials.

Class GetInstanceAccessResponse

Represents the returned data in response to a request action.

Class IdempotentParameterMismatchException

GameLift exception

Class Instance

Properties that describe an instance of a virtual computing resource that hosts one or more game servers. A fleet may contain zero or more instances.

Class InstanceAccess

Information required to remotely connect to a fleet instance. Access is requested by calling GetInstanceAccess.

Class InstanceCredentials

Set of credentials required to remotely access a fleet instance. Access credentials are requested by calling GetInstanceAccess and returned in an InstanceAccess object.

Class InternalServiceException

GameLift exception

Class InvalidFleetStatusException

GameLift exception

Class InvalidGameSessionStatusException

GameLift exception

Class InvalidRequestException

GameLift exception

Class IpPermission

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on Amazon GameLift. Each game session hosted on a fleet is assigned a unique combination of IP address and port number, which must fall into the fleet's allowed ranges. This combination is included in the GameSession object.

Class LimitExceededException

GameLift exception

Class ListAliasesRequest

Container for the parameters to the ListAliases operation. Retrieves all aliases for this AWS 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.

Alias-related operations include:

Class ListAliasesResponse

Represents the returned data in response to a request action.

Class ListBuildsRequest

Container for the parameters to the ListBuilds operation. Retrieves build records for all builds associated with the AWS 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 records are not listed in any particular order.

Build-related operations include:

Class ListBuildsResponse

Represents the returned data in response to a request action.

Class ListFleetsRequest

Container for the parameters to the ListFleets operation. Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages.

Fleet records are not listed in any particular order.

Fleet-related operations include:

Class ListFleetsResponse

Represents the returned data in response to a request action.

Class MatchedPlayerSession

Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request.

When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot.

Class MatchmakingConfiguration

Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.

Class MatchmakingRuleSet

Set of rule statements, used with FlexMatch, that determine how to build a certain kind of player match. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches. Rule sets are used in MatchmakingConfiguration objects.

A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Create Matchmaking Rules for Your Game.

  • Teams -- Required. A rule set must define one or multiple teams for the match and set minimum and maximum team sizes. For example, a rule set might describe a 4x4 match that requires all eight slots to be filled.

  • Player attributes -- Optional. These attributes specify a set of player characteristics to evaluate when looking for a match. Matchmaking requests that use a rule set with player attributes must provide the corresponding attribute values. For example, an attribute might specify a player's skill or level.

  • Rules -- Optional. Rules define how to evaluate potential players for a match based on player attributes. A rule might specify minimum requirements for individual players--such as each player must meet a certain skill level, or may describe an entire group--such as all teams must be evenly matched or have at least one player in a certain role.

  • Expansions -- Optional. Expansions allow you to relax the rules after a period of time if no acceptable matches are found. This feature lets you balance getting players into games in a reasonable amount of time instead of making them wait indefinitely for the best possible match. For example, you might use an expansion to increase the maximum skill variance between players after 30 seconds.

Class MatchmakingTicket

Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request with StartMatchmaking. Tickets can be retrieved by calling DescribeMatchmaking with the ticket ID.

Class NotFoundException

GameLift exception

Class PlacedPlayerSession

Information about a player session that was created as part of a StartGameSessionPlacement request. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.

Player-session-related operations include:

Class Player

Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.

Class PlayerLatency

Regional latency information for a player, used when requesting a new game session with StartGameSessionPlacement. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified region. The relative difference between a player's latency values for multiple regions are used to determine which fleets are best suited to place a new game session for the player.

Class PlayerLatencyPolicy

Queue setting that determines the highest latency allowed for individual players when placing a game session. When a latency policy is in force, a game session cannot be placed at any destination in a region where a player is reporting latency higher than the cap. Latency policies are only enforced when the placement request contains player latency information.

Queue-related operations include:

Class PlayerSession

Properties describing a player session. Player session objects are created either by creating a player session for a specific game session, or as part of a game session placement. A player session represents either a player reservation for a game session (status RESERVED) or actual player activity in a game session (status ACTIVE). A player session object (including player data) is automatically passed to a game session when the player connects to the game session and is validated.

When a player disconnects, the player session status changes to COMPLETED. Once the session ends, the player session object is retained for 30 days and then removed.

Player-session-related operations include:

Class PutScalingPolicyRequest

Container for the parameters to the PutScalingPolicy operation. Creates or updates a scaling policy for a fleet. An active scaling policy prompts Amazon GameLift to track a certain metric for a fleet and automatically change the fleet's capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously.

A scaling policy rule statement has the following structure:

If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment].

For example, this policy: "If the number of idle instances exceeds 20 for more than 15 minutes, then reduce the fleet capacity by 10 instances" could be implemented as the following rule statement:

If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, then [ChangeInCapacity] by [-10].

To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the rule values. All parameters for this action are required. If successful, the policy name is returned. Scaling policies cannot be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy.

Fleet-related operations include:

Class PutScalingPolicyResponse

Represents the returned data in response to a request action.

Class RequestUploadCredentialsRequest

Container for the parameters to the RequestUploadCredentials operation. This API call is not currently in use. Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage location for a specific build. Valid credentials are required to upload your game build files to Amazon S3.

Class RequestUploadCredentialsResponse

Represents the returned data in response to a request action.

Class ResolveAliasRequest

Container for the parameters to the ResolveAlias operation. Retrieves the fleet ID that a specified alias is currently pointing to.

Alias-related operations include:

Class ResolveAliasResponse

Represents the returned data in response to a request action.

Class ResourceCreationLimitPolicy

Policy that limits the number of game sessions a player can create on the same fleet. This optional policy gives game owners control over how players can consume available game server resources. A resource creation policy makes the following statement: "An individual player can create a maximum number of new game sessions within a specified time period".

The policy is evaluated when a player tries to create a new game session. For example, with a policy of 10 new game sessions and a time period of 60 minutes, on receiving a CreateGameSession request, Amazon GameLift checks that the player (identified by CreatorId) has created fewer than 10 game sessions in the past 60 minutes.

Class RoutingStrategy

Routing configuration for a fleet alias.

Fleet-related operations include:

Class RuntimeConfiguration

A collection of server process configurations that describe what processes to run on each instance in a fleet. All fleets must have a run-time configuration. Each instance in the fleet launches the server processes specified in the run-time configuration and launches new ones as existing processes end. Each instance regularly checks for an updated run-time configuration and follows the new instructions.

The run-time configuration enables the instances in a fleet to run multiple processes simultaneously. Potential scenarios are as follows: (1) Run multiple processes of a single game server executable to maximize usage of your hosting resources. (2) Run one or more processes of different build executables, such as your game server executable and a related program, or two or more different versions of a game server. (3) Run multiple processes of a single game server but with different launch parameters, for example to run one process on each instance in debug mode.

A Amazon GameLift instance is limited to 50 processes running simultaneously. A run-time configuration must specify fewer than this limit. To calculate the total number of processes specified in a run-time configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess object in the run-time configuration.

Fleet-related operations include:

Class S3Location

Location in Amazon Simple Storage Service (Amazon S3) where build files can be stored for access by Amazon GameLift. This location is specified in a CreateBuild request. For more details, see the Create a Build with Files in Amazon S3.

Class ScalingPolicy

Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.

Fleet-related operations include:

Class SearchGameSessionsRequest

Container for the parameters to the SearchGameSessions operation. Retrieves a set of game sessions that match a set of search criteria and sorts them in a specified order. A game session search is limited to a single fleet. Search results include only game sessions that are in ACTIVE status. If you need to retrieve game sessions with a status other than active, use DescribeGameSessions. If you need to retrieve the protection policy for each game session, use DescribeGameSessionDetails.

You can search or sort by the following game session attributes:

  • gameSessionId -- Unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value.

  • gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to 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.

  • maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.

  • hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. When searching with this attribute, the search value must be true or false. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.

To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of GameSession objects matching the request is returned.

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.

Game-session-related operations include:

Class SearchGameSessionsResponse

Represents the returned data in response to a request action.

Class ServerProcess

A set of instructions for launching server processes on each instance in a fleet. Each instruction set identifies the location of the server executable, optional launch parameters, and the number of server processes with this configuration to maintain concurrently on the instance. Server process configurations make up a fleet's

RuntimeConfiguration 
.

Class StartGameSessionPlacementRequest

Container for the parameters to the StartGameSessionPlacement operation. Places a request for a new game session in a queue (see CreateGameSessionQueue). 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 IDs and player data for each player you want to join to the new game session

  • 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.

Game-session-related operations include:

Class StartGameSessionPlacementResponse

Represents the returned data in response to a request action.

Class StartMatchmakingRequest

Container for the parameters to the StartMatchmaking operation. Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new game for the matched players. Each matchmaking request specifies the type of match to build (team configuration, rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to host the new game session for optimal performance. A matchmaking request might start with a single player or a group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match type, rules, and the queue used to place a new game session are defined in a MatchmakingConfiguration. For complete information on setting up and using FlexMatch, see the topic Adding FlexMatch to Your Game.

To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If successful, a matchmaking ticket is returned with status set to QUEUED. Track the status of the ticket to respond as needed and acquire game session connection information for successfully completed matches.

Tracking ticket status -- A couple of options are available for tracking the status of matchmaking requests:

  • Polling -- Call DescribeMatchmaking. This operation returns the full ticket object, including current status and (for completed tickets) game session connection info. We recommend polling no more than once every 10 seconds.

  • Notifications -- Get event notifications for changes in ticket status using Amazon Simple Notification Service (SNS). Notifications are easy to set up (see CreateMatchmakingConfiguration) and typically deliver match status changes faster and more efficiently than polling. We recommend that you use polling to back up to notifications (since delivery is not guaranteed) and call DescribeMatchmaking only when notifications are not received within 30 seconds.

Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows:

  1. Your client code submits a StartMatchmaking request for one or more players and tracks the status of the request ticket.

  2. FlexMatch uses this ticket and others in process to build an acceptable match. When a potential match is identified, all tickets in the proposed match are advanced to the next status.

  3. If the match requires player acceptance (set in the matchmaking configuration), the tickets move into status REQUIRES_ACCEPTANCE. This status triggers your client code to solicit acceptance from all players in every ticket involved in the match, and then call AcceptMatch for each player. If any player rejects or fails to accept the match before a specified timeout, the proposed match is dropped (see AcceptMatch for more details).

  4. Once a match is proposed and accepted, the matchmaking tickets move into status PLACING. FlexMatch locates resources for a new game session using the game session queue (set in the matchmaking configuration) and creates the game session based on the match data.

  5. When the match is successfully placed, the matchmaking tickets move into COMPLETED status. Connection information (including game session endpoint and player session) is added to the matchmaking tickets. Matched players can use the connection information to join the game.

Matchmaking-related operations include:

Class StartMatchmakingResponse

Represents the returned data in response to a request action.

Class StopGameSessionPlacementRequest

Container for the parameters to the StopGameSessionPlacement operation. 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.

Game-session-related operations include:

Class StopGameSessionPlacementResponse

Represents the returned data in response to a request action.

Class StopMatchmakingRequest

Container for the parameters to the StopMatchmaking operation. Cancels a matchmaking 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.

Matchmaking-related operations include:

Class StopMatchmakingResponse

This is the response object from the StopMatchmaking operation.

Class TerminalRoutingStrategyException

GameLift exception

Class UnauthorizedException

GameLift exception

Class UnsupportedRegionException

GameLift exception

Class UpdateAliasRequest

Container for the parameters to the UpdateAlias operation. Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.

Alias-related operations include:

Class UpdateAliasResponse

Represents the returned data in response to a request action.

Class UpdateBuildRequest

Container for the parameters to the UpdateBuild operation. Updates metadata in a build record, 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.

Build-related operations include:

Class UpdateBuildResponse

Represents the returned data in response to a request action.

Class UpdateFleetAttributesRequest

Container for the parameters to the UpdateFleetAttributes operation. Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values that you want to change. If successful, the fleet ID for the updated fleet is returned.

Fleet-related operations include:

Class UpdateFleetAttributesResponse

Represents the returned data in response to a request action.

Class UpdateFleetCapacityRequest

Container for the parameters to the UpdateFleetCapacity operation. Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.

If you're using autoscaling (see PutScalingPolicy), you may want to specify a minimum and/or maximum capacity. If you don't provide these, autoscaling can set capacity anywhere between zero and the service limits.

To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs.

Fleet-related operations include:

Class UpdateFleetCapacityResponse

Represents the returned data in response to a request action.

Class UpdateFleetPortSettingsRequest

Container for the parameters to the UpdateFleetPortSettings operation. Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned.

Fleet-related operations include:

Class UpdateFleetPortSettingsResponse

Represents the returned data in response to a request action.

Class UpdateGameSessionQueueRequest

Container for the parameters to the UpdateGameSessionQueue operation. Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.

Queue-related operations include:

Class UpdateGameSessionQueueResponse

Represents the returned data in response to a request action.

Class UpdateGameSessionRequest

Container for the parameters to the UpdateGameSession operation. Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.

Game-session-related operations include:

Class UpdateGameSessionResponse

Represents the returned data in response to a request action.

Class UpdateMatchmakingConfigurationRequest

Container for the parameters to the UpdateMatchmakingConfiguration operation. Updates settings for a FlexMatch matchmaking configuration. To update settings, specify the configuration name to be updated and provide the new settings.

Operations related to match configurations and rule sets include:

Class UpdateMatchmakingConfigurationResponse

Represents the returned data in response to a request action.

Class UpdateRuntimeConfigurationRequest

Container for the parameters to the UpdateRuntimeConfiguration operation. Updates the current run-time configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on instances in the fleet. You can update a fleet's run-time configuration at any time after the fleet is created; it does not need to be in an ACTIVE status.

To update run-time configuration, specify the fleet ID and provide a RuntimeConfiguration object with the updated collection of server process configurations.

Each instance in a Amazon GameLift fleet checks regularly for an updated run-time configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while Amazon GameLift simply adds new server processes to fit the current run-time configuration. As a result, the run-time configuration changes are applied gradually as existing processes shut down and new processes are launched in Amazon GameLift's normal process recycling activity.

Fleet-related operations include:

Class UpdateRuntimeConfigurationResponse

Represents the returned data in response to a request action.

Class ValidateMatchmakingRuleSetRequest

Container for the parameters to the ValidateMatchmakingRuleSet operation. Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set uses syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set string.

Operations related to match configurations and rule sets include:

Class ValidateMatchmakingRuleSetResponse

Represents the returned data in response to a request action.

Class VpcPeeringAuthorization

Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued.

VPC peering connection operations include:

Class VpcPeeringConnection

Represents a peering connection between a VPC on one of your AWS accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established.

VPC peering connection operations include:

Class VpcPeeringConnectionStatus

Represents status information for a VPC peering connection. Status is associated with a VpcPeeringConnection object. Status codes and messages are provided from EC2 (). Connection status information is also communicated as a fleet Event.