Amazon GameLift server SDK reference for C# and Unity: Actions - Amazon GameLift

Amazon GameLift server SDK reference for C# and Unity: Actions

This Amazon GameLift C# server SDK reference helps you prepare your multiplayer game for use with Amazon GameLift. For details about the integration process, see Add Amazon GameLift to your game server and for information on using the C# server SDK plugin for Unity, see Integrate Amazon GameLift into a Unity project.

GetSdkVersion()

Returns the current version number of the SDK built into the server process.

Syntax

AwsStringOutcome GetSdkVersion();

Return value

If successful, returns the current SDK version as an AwsStringOutcome object. The returned string includes the version number (example 5.0.0). If not successful, returns an error message.

Example

var getSdkVersionOutcome = GameLiftServerAPI.GetSdkVersion();

InitSDK()

Initializes the Amazon GameLift SDK for a managed EC2 fleet. Call this method on launch, before any other initialization related to Amazon GameLift occurs. This method reads server parameters from the host environment to set up communication between the server and the Amazon GameLift service.

Syntax

GenericOutcome InitSDK();

Return value

If successful, returns an InitSdkOutcome object to indicate that the server process is ready to call ProcessReady().

Example

//Call InitSDK to establish a local connection with the GameLift agent to enable further communication. GenericOutcome initSDKOutcome = GameLiftServerAPI.InitSDK();

InitSDK()

Initializes the Amazon GameLift SDK for an Anywhere fleet. Call this method on launch, before any other initialization related to Amazon GameLift occurs. This method requires explicit server parameters to set up communication between the server and the Amazon GameLift service.

Syntax

GenericOutcome InitSDK(ServerParameters serverParameters);

Parameters

ServerParameters

To initialize a game server on an Amazon GameLift Anywhere fleet, construct a ServerParameters object with the following information:

  • The URL of the WebSocket used to connect to your game server.

  • The ID of the process used to host your game server.

  • The ID of the compute hosting your game server processes.

  • The ID of the Amazon GameLift fleet containing your Amazon GameLift Anywhere compute.

  • The authorization token generated by the Amazon GameLift operation.

Return value

If successful, returns an InitSdkOutcome object to indicate that the server process is ready to call ProcessReady().

Note

If calls to InitSDK() are failing for game builds deployed to Anywhere fleets, check the ServerSdkVersion parameter used when creating the build resource. You must explicitly set this value to the server SDK version in use. The default value for this parameter is 4.x, which is not compatible. To resolve this issue, create a new build and deploy it to a new fleet.

Example

//Define the server parameters string websocketUrl = "wss://us-west-1.api.amazongamelift.com"; string processId = "PID1234"; string fleetId = "aarn:aws:gamelift:us-west-1:111122223333:fleet/fleet-9999ffff-88ee-77dd-66cc-5555bbbb44aa"; string hostId = "HardwareAnywhere"; string authToken = "1111aaaa-22bb-33cc-44dd-5555eeee66ff"; ServerParameters serverParameters = new ServerParameters(webSocketUrl, processId, hostId, fleetId, authToken); //Call InitSDK to establish a local connection with the GameLift agent to enable further communication. GenericOutcome initSDKOutcome = GameLiftServerAPI.InitSDK(serverParameters);

ProcessReady()

Notifies Amazon GameLift that the server process is ready to host game sessions. Call this method after invoking InitSDK(). This method should be called only once per process.

Syntax

GenericOutcome ProcessReady(ProcessParameters processParameters)

Parameters

ProcessParameters

A ProcessParameters object holds information about the server process.

Return value

Returns a generic outcome consisting of success or failure with an error message.

Example

This example illustrates both the method and delegate function implementations.

// Set parameters and call ProcessReady ProcessParameters processParams = new ProcessParameters( this.OnStartGameSession, this.OnProcessTerminate, this.OnHealthCheck, this.OnUpdateGameSession, port, new LogParameters(new List<string>() // Examples of log and error files written by the game server { "C:\\game\\logs", "C:\\game\\error" }) ); GenericOutcome processReadyOutcome = GameLiftServerAPI.ProcessReady(processParams);

ProcessEnding()

Notifies Amazon GameLift that the server process is terminating. Call this method after all other cleanup tasks (including shutting down the active game session) and before terminating the process. Depending on the result of ProcessEnding(), the process exits with success (0) or error (-1) and generates a fleet event. If the process terminates with an error, the fleet event generated is SERVER_PROCESS_TERMINATED_UNHEALTHY.

Syntax

GenericOutcome ProcessEnding()

Return value

Returns a generic outcome consisting of success or failure with an error message.

Example

This example calls ProcessEnding() and Destroy() before terminating the server process with a success or error exit code.

GenericOutcome processEndingOutcome = GameLiftServerAPI.ProcessEnding(); GameLiftServerAPI.Destroy(); if (processEndingOutcome.Success) { Environment.Exit(0); } else { Console.WriteLine("ProcessEnding() failed. Error: " + processEndingOutcome.Error.ToString()); Environment.Exit(-1); }

ActivateGameSession()

Notifies Amazon GameLift that the server process has activated a game session and is now ready to receive player connections. This action should be called as part of the onStartGameSession() callback function, after all game session initialization.

Syntax

GenericOutcome ActivateGameSession()

Return value

Returns a generic outcome consisting of success or failure with an error message.

Example

This example shows ActivateGameSession() being called as part of the onStartGameSession() delegate function.

void OnStartGameSession(GameSession gameSession) { // game-specific tasks when starting a new game session, such as loading map // When ready to receive players GenericOutcome activateGameSessionOutcome = GameLiftServerAPI.ActivateGameSession(); }

UpdatePlayerSessionCreationPolicy()

Updates the current game session's ability to accept new player sessions. A game session can be set to either accept or deny all new player sessions.

Syntax

GenericOutcome UpdatePlayerSessionCreationPolicy(PlayerSessionCreationPolicy playerSessionPolicy)

Parameters

playerSessionPolicy

String value that indicates whether the game session accepts new players.

Valid values include:

  • ACCEPT_ALL – Accept all new player sessions.

  • DENY_ALL – Deny all new player sessions.

Return value

Returns a generic outcome consisting of success or failure with an error message.

Example

This example sets the current game session's join policy to accept all players.

GenericOutcome updatePlayerSessionPolicyOutcome = GameLiftServerAPI.UpdatePlayerSessionCreationPolicy(PlayerSessionCreationPolicy.ACCEPT_ALL);

GetGameSessionId()

Retrieves the ID of the game session hosted by the active server process.

For idle processes that aren't activated with a game session, the call returns a GameLiftError.

Syntax

AwsStringOutcome GetGameSessionId()

Return value

If successful, returns the game session ID as an AwsStringOutcome object. If not successful, returns an error message."

Example

AwsStringOutcome getGameSessionIdOutcome = GameLiftServerAPI.GetGameSessionId();

GetTerminationTime()

Returns the time that a server process is scheduled to be shut down, if a termination time is available. A server process takes this action after receiving an onProcessTerminate() callback from Amazon GameLift. Amazon GameLift calls onProcessTerminate() for the following reasons:

  • When the server process has reported poor health or has not responded to Amazon GameLift.

  • When terminating the instance during a scale-down event.

  • When an instance is terminated due to a spot-instance interruption.

Syntax

AwsDateTimeOutcome GetTerminationTime()

Return value

If successful, returns the termination time as an AwsDateTimeOutcome object. The value is the termination time, expressed in elapsed ticks since 0001 00:00:00. For example, the date time value 2020-09-13 12:26:40 -000Z is equal to 637355968000000000 ticks. If no termination time is available, returns an error message.

Example

AwsDateTimeOutcome getTerminationTimeOutcome = GameLiftServerAPI.GetTerminationTime();

AcceptPlayerSession()

Notifies Amazon GameLift that a player with the specified player session ID has connected to the server process and needs validation. Amazon GameLift verifies that the player session ID is valid. After the player session is validated, Amazon GameLift changes the status of the player slot from RESERVED to ACTIVE.

Syntax

GenericOutcome AcceptPlayerSession(String playerSessionId)

Parameters

playerSessionId

Unique ID issued by GameLift when a new player session is created.

Return value

Returns a generic outcome consisting of success or failure with an error message.

Example

This example illustrates a function for handling a connection request, including validating and rejecting invalid player session IDs.

void ReceiveConnectingPlayerSessionID (Connection connection, String playerSessionId) { GenericOutcome acceptPlayerSessionOutcome = GameLiftServerAPI.AcceptPlayerSession(playerSessionId); if(acceptPlayerSessionOutcome.Success) { connectionToSessionMap.emplace(connection, playerSessionId); connection.Accept(); } else { connection.Reject(acceptPlayerSessionOutcome.Error.ErrorMessage); } }

RemovePlayerSession()

Notifies Amazon GameLift that a player has disconnected from the server process. In response, Amazon GameLift changes the player slot to available.

Syntax

GenericOutcome RemovePlayerSession(String playerSessionId)

Parameters

playerSessionId

Unique ID issued by Amazon GameLift when a new player session is created.

Return value

Returns a generic outcome consisting of success or failure with an error message.

Example

GenericOutcome removePlayerSessionOutcome = GameLiftServerAPI.RemovePlayerSession(playerSessionId);

DescribePlayerSessions()

Retrieves player session data which includes settings, session metadata, and player data. Use this action to get information for a single player session, for all player sessions in a game session, or for all player sessions associated with a single player ID.

Syntax

DescribePlayerSessionsOutcome DescribePlayerSessions(DescribePlayerSessionsRequest describePlayerSessionsRequest)

Parameters

DescribePlayerSessionsRequest

A DescribePlayerSessionsRequest object that describes which player sessions to retrieve.

Return value

If successful, returns a DescribePlayerSessionsOutcome object that contains a set of player session objects that fit the request parameters.

Example

This example illustrates a request for all player sessions actively connected to a specified game session. By omitting NextToken and setting the Limit value to 10, Amazon GameLift will return the first 10 player session records matching the request.

// Set request parameters DescribePlayerSessionsRequest describePlayerSessionsRequest = new DescribePlayerSessionsRequest() { GameSessionId = GameLiftServerAPI.GetGameSessionId().Result, //gets the ID for the current game session Limit = 10, PlayerSessionStatusFilter = PlayerSessionStatusMapper.GetNameForPlayerSessionStatus(PlayerSessionStatus.ACTIVE) }; // Call DescribePlayerSessions DescribePlayerSessionsOutcome describePlayerSessionsOutcome = GameLiftServerAPI.DescribePlayerSessions(describePlayerSessionsRequest);

StartMatchBackfill()

Sends a request to find new players for open slots in a game session created with FlexMatch. For more information, see FlexMatch backfill feature.

This action is asynchronous. If new players are matched, Amazon GameLift delivers updated matchmaker data using the callback function OnUpdateGameSession().

A server process can have only one active match backfill request at a time. To send a new request, first call StopMatchBackfill() to cancel the original request.

Syntax

StartMatchBackfillOutcome StartMatchBackfill (StartMatchBackfillRequest startBackfillRequest);

Parameters

StartMatchBackfillRequest

A StartMatchBackfillRequest object holds information about the backfill request.

Return value

Returns a StartMatchBackfillOutcome object with the match backfill ticket ID, or failure with an error message.

Example

// Build a backfill request StartMatchBackfillRequest startBackfillRequest = new StartMatchBackfillRequest() { TicketId = "1111aaaa-22bb-33cc-44dd-5555eeee66ff", //optional MatchmakingConfigurationArn = "arn:aws:gamelift:us-west-2:111122223333:matchmakingconfiguration/MyMatchmakerConfig", GameSessionId = GameLiftServerAPI.GetGameSessionId().Result, // gets ID for current game session MatchmakerData matchmakerData = MatchmakerData.FromJson(gameSession.MatchmakerData), // gets matchmaker data for current players // get matchmakerData.Players // remove data for players who are no longer connected Players = ListOfPlayersRemainingInTheGame }; // Send backfill request StartMatchBackfillOutcome startBackfillOutcome = GameLiftServerAPI.StartMatchBackfill(startBackfillRequest); // Implement callback function for backfill void OnUpdateGameSession(GameSession myGameSession) { // game-specific tasks to prepare for the newly matched players and update matchmaker data as needed }

StopMatchBackfill()

Cancels an active match backfill request. For more information, see FlexMatch backfill feature.

Syntax

GenericOutcome StopMatchBackfill (StopMatchBackfillRequest stopBackfillRequest);

Parameters

StopMatchBackfillRequest

A StopMatchBackfillRequest object that provides details about the matchmaking ticket you are stopping.

Return value

Returns a generic outcome consisting of success or failure with an error message.

Example

// Set backfill stop request parameters StopMatchBackfillRequest stopBackfillRequest = new StopMatchBackfillRequest(){ TicketId = "1111aaaa-22bb-33cc-44dd-5555eeee66ff", //optional, if not provided one is autogenerated MatchmakingConfigurationArn = "arn:aws:gamelift:us-west-2:111122223333:matchmakingconfiguration/MyMatchmakerConfig", GameSessionId = GameLiftServerAPI.GetGameSessionId().Result //gets the ID for the current game session }; GenericOutcome stopBackfillOutcome = GameLiftServerAPI.StopMatchBackfillRequest(stopBackfillRequest);

GetComputeCertificate()

Retrieves the path to the TLS certificate used to encrypt the network connection between the game server and your game client. You can use the certificate path when you register your compute device to a Amazon GameLift Anywhere fleet. For more information see, RegisterCompute.

Syntax

GetComputeCertificateOutcome GetComputeCertificate();

Return value

Returns a GetComputeCertificateResponse object that contains the following:

  • CertificatePath: The path to the TLS certificate on your compute resource. When using an Amazon GameLift managed fleet, this path contains:

    • certificate.pem: The end-user certificate. The full certificate chain is the combination of certificateChain.pem appended to this certificate.

    • certificateChain.pem: The certificate chain that contains the root certificate and intermediate certificates.

    • rootCertificate.pem: The root certificate.

    • privateKey.pem: The private key for the end-user certificate.

  • ComputeName: The name of your compute resource.

Example

GetComputeCertificateOutcome getComputeCertificateOutcome = GameLiftServerAPI.GetComputeCertificate();

GetFleetRoleCredentials()

Retrieves IAM role credentials that authorize Amazon GameLift to interact with other AWS services. For more information, see Communicate with other AWS resources from your fleets.

Syntax

GetFleetRoleCredentialsOutcome GetFleetRoleCredentials(GetFleetRoleCredentialsRequest request);

Parameters

GetFleetRoleCredentialsRequest

Role credentials that extend limited access to your AWS resources to the game server.

Return value

Returns a GetFleetRoleCredentialsOutcome object.

Example

// form the fleet credentials request GetFleetRoleCredentialsRequest getFleetRoleCredentialsRequest = new GetFleetRoleCredentialsRequest(){ RoleArn = "arn:aws:iam::123456789012:role/service-role/exampleGameLiftAction" }; GetFleetRoleCredentialsOutcome GetFleetRoleCredentialsOutcome credentials = GetFleetRoleCredentials(getFleetRoleCredentialsRequest);

Destroy()

Frees the Amazon GameLift game server SDK from memory. As a best practice, call this method after ProcessEnding() and before terminating the process. If you're using an Anywhere fleet and you're not terminating server processes after every game session, call Destroy() and then InitSDK() to reinitialize before notifying Amazon GameLift that the process is ready to host a game session with ProcessReady().

Syntax

GenericOutcome Destroy()

Return value

Returns a generic outcome consisting of success or failure with an error message.

Example

// Operations to end game sessions and the server process GenericOutcome processEndingOutcome = GameLiftServerAPI.ProcessEnding(); // Shut down and destroy the instance of the GameLift Game Server SDK GenericOutcome destroyOutcome = GameLiftServerAPI.Destroy(); // Exit the process with success or failure if (processEndingOutcome.Success) { Environment.Exit(0); } else { Console.WriteLine("ProcessEnding() failed. Error: " + processEndingOutcome.Error.ToString()); Environment.Exit(-1); }