Class: Aws::GameLift::Client
- Inherits:
-
Seahorse::Client::Base
- Object
- Seahorse::Client::Base
- Aws::GameLift::Client
- Includes:
- ClientStubs
- Defined in:
- gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb
Overview
An API client for GameLift. To construct a client, you need to configure a :region
and :credentials
.
client = Aws::GameLift::Client.new(
region: region_name,
credentials: credentials,
# ...
)
For details on configuring region and credentials see the developer guide.
See #initialize for a full list of supported configuration options.
Instance Attribute Summary
Attributes inherited from Seahorse::Client::Base
API Operations collapse
-
#accept_match(params = {}) ⇒ Struct
Registers a player's acceptance or rejection of a proposed FlexMatch match.
-
#claim_game_server(params = {}) ⇒ Types::ClaimGameServerOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups..
-
#create_alias(params = {}) ⇒ Types::CreateAliasOutput
Creates an alias for a fleet.
-
#create_build(params = {}) ⇒ Types::CreateBuildOutput
Creates a new Amazon GameLift build resource for your game server binary files.
-
#create_fleet(params = {}) ⇒ Types::CreateFleetOutput
Creates a fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your custom game server or Realtime Servers.
-
#create_fleet_locations(params = {}) ⇒ Types::CreateFleetLocationsOutput
Adds remote locations to a fleet and begins populating the new locations with EC2 instances.
-
#create_game_server_group(params = {}) ⇒ Types::CreateGameServerGroupOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups..
-
#create_game_session(params = {}) ⇒ Types::CreateGameSessionOutput
Creates a multiplayer game session for players in a specific fleet location.
-
#create_game_session_queue(params = {}) ⇒ Types::CreateGameSessionQueueOutput
Creates a placement queue that processes requests for new game sessions.
-
#create_location(params = {}) ⇒ Types::CreateLocationOutput
Creates a custom location for use in an Anywhere fleet.
-
#create_matchmaking_configuration(params = {}) ⇒ Types::CreateMatchmakingConfigurationOutput
Defines a new matchmaking configuration for use with FlexMatch.
-
#create_matchmaking_rule_set(params = {}) ⇒ Types::CreateMatchmakingRuleSetOutput
Creates a new rule set for FlexMatch matchmaking.
-
#create_player_session(params = {}) ⇒ Types::CreatePlayerSessionOutput
Reserves an open player slot in a game session for a player.
-
#create_player_sessions(params = {}) ⇒ Types::CreatePlayerSessionsOutput
Reserves open slots in a game session for a group of players.
-
#create_script(params = {}) ⇒ Types::CreateScriptOutput
Creates a new script record for your Realtime Servers script.
-
#create_vpc_peering_authorization(params = {}) ⇒ Types::CreateVpcPeeringAuthorizationOutput
Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your Amazon Web Services account.
-
#create_vpc_peering_connection(params = {}) ⇒ Struct
Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon GameLift fleet.
-
#delete_alias(params = {}) ⇒ Struct
Deletes an alias.
-
#delete_build(params = {}) ⇒ Struct
Deletes a build.
-
#delete_fleet(params = {}) ⇒ Struct
Deletes all resources and information related a fleet.
-
#delete_fleet_locations(params = {}) ⇒ Types::DeleteFleetLocationsOutput
Removes locations from a multi-location fleet.
-
#delete_game_server_group(params = {}) ⇒ Types::DeleteGameServerGroupOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups..
-
#delete_game_session_queue(params = {}) ⇒ Struct
Deletes a game session queue.
-
#delete_location(params = {}) ⇒ Struct
Deletes a custom location.
-
#delete_matchmaking_configuration(params = {}) ⇒ Struct
Permanently removes a FlexMatch matchmaking configuration.
-
#delete_matchmaking_rule_set(params = {}) ⇒ Struct
Deletes an existing matchmaking rule set.
-
#delete_scaling_policy(params = {}) ⇒ Struct
Deletes a fleet scaling policy.
-
#delete_script(params = {}) ⇒ Struct
Deletes a Realtime script.
-
#delete_vpc_peering_authorization(params = {}) ⇒ Struct
Cancels a pending VPC peering authorization for the specified VPC.
-
#delete_vpc_peering_connection(params = {}) ⇒ Struct
Removes a VPC peering connection.
-
#deregister_compute(params = {}) ⇒ Struct
Removes a compute resource from an Amazon GameLift Anywhere fleet.
-
#deregister_game_server(params = {}) ⇒ Struct
This operation is used with the Amazon GameLift FleetIQ solution and game server groups..
-
#describe_alias(params = {}) ⇒ Types::DescribeAliasOutput
Retrieves properties for an alias.
-
#describe_build(params = {}) ⇒ Types::DescribeBuildOutput
Retrieves properties for a custom game build.
-
#describe_compute(params = {}) ⇒ Types::DescribeComputeOutput
Retrieves properties for a compute resource in an Amazon GameLift fleet.
-
#describe_ec2_instance_limits(params = {}) ⇒ Types::DescribeEC2InstanceLimitsOutput
Retrieves the instance limits and current utilization for an Amazon Web Services Region or location.
-
#describe_fleet_attributes(params = {}) ⇒ Types::DescribeFleetAttributesOutput
Retrieves core fleet-wide properties, including the computing hardware and deployment configuration for all instances in the fleet.
-
#describe_fleet_capacity(params = {}) ⇒ Types::DescribeFleetCapacityOutput
Retrieves the resource capacity settings for one or more fleets.
-
#describe_fleet_events(params = {}) ⇒ Types::DescribeFleetEventsOutput
Retrieves entries from a fleet's event log.
-
#describe_fleet_location_attributes(params = {}) ⇒ Types::DescribeFleetLocationAttributesOutput
Retrieves information on a fleet's remote locations, including life-cycle status and any suspended fleet activity.
-
#describe_fleet_location_capacity(params = {}) ⇒ Types::DescribeFleetLocationCapacityOutput
Retrieves the resource capacity settings for a fleet location.
-
#describe_fleet_location_utilization(params = {}) ⇒ Types::DescribeFleetLocationUtilizationOutput
Retrieves current usage data for a fleet location.
-
#describe_fleet_port_settings(params = {}) ⇒ Types::DescribeFleetPortSettingsOutput
Retrieves a fleet's inbound connection permissions.
-
#describe_fleet_utilization(params = {}) ⇒ Types::DescribeFleetUtilizationOutput
Retrieves utilization statistics for one or more fleets.
-
#describe_game_server(params = {}) ⇒ Types::DescribeGameServerOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups..
-
#describe_game_server_group(params = {}) ⇒ Types::DescribeGameServerGroupOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups..
-
#describe_game_server_instances(params = {}) ⇒ Types::DescribeGameServerInstancesOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups..
-
#describe_game_session_details(params = {}) ⇒ Types::DescribeGameSessionDetailsOutput
Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location.
-
#describe_game_session_placement(params = {}) ⇒ Types::DescribeGameSessionPlacementOutput
Retrieves information, including current status, about a game session placement request.
-
#describe_game_session_queues(params = {}) ⇒ Types::DescribeGameSessionQueuesOutput
Retrieves the properties for one or more game session queues.
-
#describe_game_sessions(params = {}) ⇒ Types::DescribeGameSessionsOutput
Retrieves a set of one or more game sessions in a specific fleet location.
-
#describe_instances(params = {}) ⇒ Types::DescribeInstancesOutput
Retrieves information about the EC2 instances in an Amazon GameLift managed fleet, including instance ID, connection data, and status.
-
#describe_matchmaking(params = {}) ⇒ Types::DescribeMatchmakingOutput
Retrieves one or more matchmaking tickets.
-
#describe_matchmaking_configurations(params = {}) ⇒ Types::DescribeMatchmakingConfigurationsOutput
Retrieves the details of FlexMatch matchmaking configurations.
-
#describe_matchmaking_rule_sets(params = {}) ⇒ Types::DescribeMatchmakingRuleSetsOutput
Retrieves the details for FlexMatch matchmaking rule sets.
-
#describe_player_sessions(params = {}) ⇒ Types::DescribePlayerSessionsOutput
Retrieves properties for one or more player sessions.
-
#describe_runtime_configuration(params = {}) ⇒ Types::DescribeRuntimeConfigurationOutput
Retrieves a fleet's runtime configuration settings.
-
#describe_scaling_policies(params = {}) ⇒ Types::DescribeScalingPoliciesOutput
Retrieves all scaling policies applied to a fleet.
-
#describe_script(params = {}) ⇒ Types::DescribeScriptOutput
Retrieves properties for a Realtime script.
-
#describe_vpc_peering_authorizations(params = {}) ⇒ Types::DescribeVpcPeeringAuthorizationsOutput
Retrieves valid VPC peering authorizations that are pending for the Amazon Web Services account.
-
#describe_vpc_peering_connections(params = {}) ⇒ Types::DescribeVpcPeeringConnectionsOutput
Retrieves information on VPC peering connections.
-
#get_compute_access(params = {}) ⇒ Types::GetComputeAccessOutput
Requests authorization to remotely connect to a compute resource in an Amazon GameLift fleet.
-
#get_compute_auth_token(params = {}) ⇒ Types::GetComputeAuthTokenOutput
Requests an authentication token from Amazon GameLift for a registered compute in an Anywhere fleet.
-
#get_game_session_log_url(params = {}) ⇒ Types::GetGameSessionLogUrlOutput
Retrieves the location of stored game session logs for a specified game session on Amazon GameLift managed fleets.
-
#get_instance_access(params = {}) ⇒ Types::GetInstanceAccessOutput
Requests authorization to remotely connect to an instance in an Amazon GameLift managed fleet.
-
#list_aliases(params = {}) ⇒ Types::ListAliasesOutput
Retrieves all aliases for this Amazon Web Services account.
-
#list_builds(params = {}) ⇒ Types::ListBuildsOutput
Retrieves build resources for all builds associated with the Amazon Web Services account in use.
-
#list_compute(params = {}) ⇒ Types::ListComputeOutput
Retrieves the compute resources in an Amazon GameLift fleet.
-
#list_fleets(params = {}) ⇒ Types::ListFleetsOutput
Retrieves a collection of fleet resources in an Amazon Web Services Region.
-
#list_game_server_groups(params = {}) ⇒ Types::ListGameServerGroupsOutput
Lists a game server groups.
-
#list_game_servers(params = {}) ⇒ Types::ListGameServersOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups..
-
#list_locations(params = {}) ⇒ Types::ListLocationsOutput
Lists all custom and Amazon Web Services locations.
-
#list_scripts(params = {}) ⇒ Types::ListScriptsOutput
Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use.
-
#list_tags_for_resource(params = {}) ⇒ Types::ListTagsForResourceResponse
Retrieves all tags assigned to a Amazon GameLift resource.
-
#put_scaling_policy(params = {}) ⇒ Types::PutScalingPolicyOutput
Creates or updates a scaling policy for a fleet.
-
#register_compute(params = {}) ⇒ Types::RegisterComputeOutput
Registers a compute resource to an Amazon GameLift Anywhere fleet.
-
#register_game_server(params = {}) ⇒ Types::RegisterGameServerOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups..
-
#request_upload_credentials(params = {}) ⇒ Types::RequestUploadCredentialsOutput
Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3.
-
#resolve_alias(params = {}) ⇒ Types::ResolveAliasOutput
Retrieves the fleet ID that an alias is currently pointing to.
-
#resume_game_server_group(params = {}) ⇒ Types::ResumeGameServerGroupOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups..
-
#search_game_sessions(params = {}) ⇒ Types::SearchGameSessionsOutput
Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order.
-
#start_fleet_actions(params = {}) ⇒ Types::StartFleetActionsOutput
Resumes certain types of activity on fleet instances that were suspended with [StopFleetActions][1].
-
#start_game_session_placement(params = {}) ⇒ Types::StartGameSessionPlacementOutput
Places a request for a new game session in a queue.
-
#start_match_backfill(params = {}) ⇒ Types::StartMatchBackfillOutput
Finds new players to fill open slots in currently running game sessions.
-
#start_matchmaking(params = {}) ⇒ Types::StartMatchmakingOutput
Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules.
-
#stop_fleet_actions(params = {}) ⇒ Types::StopFleetActionsOutput
Suspends certain types of activity in a fleet location.
-
#stop_game_session_placement(params = {}) ⇒ Types::StopGameSessionPlacementOutput
Cancels a game session placement that is in
PENDING
status. -
#stop_matchmaking(params = {}) ⇒ Struct
Cancels a matchmaking ticket or match backfill ticket that is currently being processed.
-
#suspend_game_server_group(params = {}) ⇒ Types::SuspendGameServerGroupOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups..
-
#tag_resource(params = {}) ⇒ Struct
Assigns a tag to an Amazon GameLift resource.
-
#untag_resource(params = {}) ⇒ Struct
Removes a tag assigned to a Amazon GameLift resource.
-
#update_alias(params = {}) ⇒ Types::UpdateAliasOutput
Updates properties for an alias.
-
#update_build(params = {}) ⇒ Types::UpdateBuildOutput
Updates metadata in a build resource, including the build name and version.
-
#update_fleet_attributes(params = {}) ⇒ Types::UpdateFleetAttributesOutput
Updates a fleet's mutable attributes, including game session protection and resource creation limits.
-
#update_fleet_capacity(params = {}) ⇒ Types::UpdateFleetCapacityOutput
Updates capacity settings for a fleet.
-
#update_fleet_port_settings(params = {}) ⇒ Types::UpdateFleetPortSettingsOutput
Updates permissions that allow inbound traffic to connect to game sessions that are being hosted on instances in the fleet.
-
#update_game_server(params = {}) ⇒ Types::UpdateGameServerOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups..
-
#update_game_server_group(params = {}) ⇒ Types::UpdateGameServerGroupOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups..
-
#update_game_session(params = {}) ⇒ Types::UpdateGameSessionOutput
Updates the mutable properties of a game session.
-
#update_game_session_queue(params = {}) ⇒ Types::UpdateGameSessionQueueOutput
Updates the configuration of a game session queue, which determines how the queue processes new game session requests.
-
#update_matchmaking_configuration(params = {}) ⇒ Types::UpdateMatchmakingConfigurationOutput
Updates settings for a FlexMatch matchmaking configuration.
-
#update_runtime_configuration(params = {}) ⇒ Types::UpdateRuntimeConfigurationOutput
Updates the current runtime configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on all instances in the fleet.
-
#update_script(params = {}) ⇒ Types::UpdateScriptOutput
Updates Realtime script metadata and content.
-
#validate_matchmaking_rule_set(params = {}) ⇒ Types::ValidateMatchmakingRuleSetOutput
Validates the syntax of a matchmaking rule or rule set.
Instance Method Summary collapse
-
#initialize(options) ⇒ Client
constructor
A new instance of Client.
Methods included from ClientStubs
#api_requests, #stub_data, #stub_responses
Methods inherited from Seahorse::Client::Base
add_plugin, api, clear_plugins, define, new, #operation_names, plugins, remove_plugin, set_api, set_plugins
Methods included from Seahorse::Client::HandlerBuilder
#handle, #handle_request, #handle_response
Constructor Details
#initialize(options) ⇒ Client
Returns a new instance of Client.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 395 def initialize(*args) super end |
Instance Method Details
#accept_match(params = {}) ⇒ Struct
Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.
When FlexMatch builds a match, all the matchmaking tickets involved in
the proposed match are placed into status REQUIRES_ACCEPTANCE
. This
is a trigger for your game to get acceptance from all players in each
ticket. Calls to this action are only valid for tickets that are in
this status; calls for tickets not in this status result in an error.
To register acceptance, specify the ticket ID, one or more players,
and an acceptance response. When all players have accepted, Amazon
GameLift advances the matchmaking tickets to status PLACING
, and
attempts to create a new game session for the match.
If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. Each matchmaking ticket in the failed match is handled as follows:
If the ticket has one or more players who rejected the match or failed to respond, the ticket status is set
CANCELLED
and processing is terminated.If all players in the ticket accepted the match, the ticket status is returned to
SEARCHING
to find a new match.
Learn more
Add FlexMatch to a game client
FlexMatch events (reference)
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 465 def accept_match(params = {}, = {}) req = build_request(:accept_match, params) req.send_request() end |
#claim_game_server(params = {}) ⇒ Types::ClaimGameServerOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Locates an available game server and temporarily reserves it to host
gameplay and players. This operation is called from a game client or
client service (such as a matchmaker) to request hosting resources for
a new game session. In response, Amazon GameLift FleetIQ locates an
available game server, places it in CLAIMED
status for 60 seconds,
and returns connection information that players can use to connect to
the game server.
To claim a game server, identify a game server group. You can also
specify a game server ID, although this approach bypasses Amazon
GameLift FleetIQ placement optimization. Optionally, include game data
to pass to the game server at the start of a game session, such as a
game map or player information. Add filter options to further restrict
how a game server is chosen, such as only allowing game servers on
ACTIVE
instances to be claimed.
When a game server is successfully claimed, connection information is
returned. A claimed game server's utilization status remains
AVAILABLE
while the claim status is set to CLAIMED
for up to 60
seconds. This time period gives the game server time to update its
status to UTILIZED
after players join. If the game server's status
is not updated within 60 seconds, the game server reverts to unclaimed
status and is available to be claimed by another request. The claim
time period is a fixed value and is not configurable.
If you try to claim a specific game server, this request will fail in the following cases:
If the game server utilization status is
UTILIZED
.If the game server claim status is
CLAIMED
.If the game server is running on an instance in
DRAINING
status and the provided filter option does not allow placing onDRAINING
instances.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 569 def claim_game_server(params = {}, = {}) req = build_request(:claim_game_server, params) req.send_request() end |
#create_alias(params = {}) ⇒ Types::CreateAliasOutput
Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build.
Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.
To create a fleet alias, specify an alias name, routing strategy, and
optional description. Each simple alias can point to only one fleet,
but a fleet can have multiple aliases. If successful, a new alias
record is returned, including an alias ID and an ARN. You can reassign
an alias to another fleet by calling UpdateAlias
.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 660 def create_alias(params = {}, = {}) req = build_request(:create_alias, params) req.send_request() end |
#create_build(params = {}) ⇒ Types::CreateBuildOutput
Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift.
When setting up a new game build for Amazon GameLift, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to an Amazon GameLift Amazon S3 location, and (2) it creates a new build resource.
You can use the CreateBuild
operation in the following scenarios:
Create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build.
Upload your build files to a Amazon GameLift Amazon S3 location. To use this option, specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. After you upload build files to the Amazon GameLift Amazon S3 location, you can't update them.
If successful, this operation creates a new build resource with a
unique build ID and places it in INITIALIZED
status. A build must be
in READY
status before you can create fleets with it.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 825 def create_build(params = {}, = {}) req = build_request(:create_build, params) req.send_request() end |
#create_fleet(params = {}) ⇒ Types::CreateFleetOutput
Creates a fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your custom game server or Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions for running game servers on each instance.
Most Amazon GameLift fleets can deploy instances to multiple locations, including the home Region (where the fleet is created) and an optional set of remote locations. Fleets that are created in the following Amazon Web Services Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that are created in other Amazon GameLift Regions can deploy instances in the fleet's home Region only. All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings and turn auto-scaling on/off for each location.
To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to deploy, and provide a runtime configuration to direct Amazon GameLift how to start and run game servers on each instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as needed. When creating a multi-location fleet, provide a list of additional remote locations.
If you need to debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create the development fleet with port 22/3389 open. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished.
If successful, this operation creates a new Fleet resource and places
it in NEW
status, which prompts Amazon GameLift to initiate the
fleet creation workflow. You can track fleet creation by checking
fleet status using DescribeFleetAttributes and
DescribeFleetLocationAttributes/, or by monitoring fleet creation
events using DescribeFleetEvents.
When the fleet status changes to ACTIVE
, you can enable automatic
scaling with PutScalingPolicy and set capacity for the home Region
with UpdateFleetCapacity. When the status of each remote location
reaches ACTIVE
, you can set capacity by location using
UpdateFleetCapacity.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 1208 def create_fleet(params = {}, = {}) req = build_request(:create_fleet, params) req.send_request() end |
#create_fleet_locations(params = {}) ⇒ Types::CreateFleetLocationsOutput
Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings.
To add fleet locations, specify the fleet to be updated and provide a list of one or more locations.
If successful, this operation returns the list of added locations with
their status set to NEW
. Amazon GameLift initiates the process of
starting an instance in each added location. You can track the status
of each new location by monitoring location creation events using
DescribeFleetEvents.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 1284 def create_fleet_locations(params = {}, = {}) req = build_request(:create_fleet_locations, params) req.send_request() end |
#create_game_server_group(params = {}) ⇒ Types::CreateGameServerGroupOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Creates a Amazon GameLift FleetIQ game server group for managing game hosting on a collection of Amazon Elastic Compute Cloud instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your Amazon Web Services account, and establishes a link between the two groups. You can view the status of your game server groups in the Amazon GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch.
Before creating a new game server group, you must have the following:
An Amazon Elastic Compute Cloud launch template that specifies how to launch Amazon Elastic Compute Cloud instances with your game server build. For more information, see Launching an Instance from a Launch Template in the Amazon Elastic Compute Cloud User Guide.
An IAM role that extends limited access to your Amazon Web Services account to allow Amazon GameLift FleetIQ to create and interact with the Auto Scaling group. For more information, see Create IAM roles for cross-service interaction in the Amazon GameLift FleetIQ Developer Guide.
To create a new game server group, specify a unique group name, IAM role and Amazon Elastic Compute Cloud launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a Amazon GameLift FleetIQ metric.
Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by Amazon GameLift FleetIQ as part of its balancing activities to optimize for availability and cost.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 1530 def create_game_server_group(params = {}, = {}) req = build_request(:create_game_server_group, params) req.send_request() end |
#create_game_session(params = {}) ⇒ Types::CreateGameSessionOutput
Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the Amazon GameLift game session placement feature with StartGameSessionPlacement , which uses the FleetIQ algorithm and queues to optimize the placement process.
When creating a game session, you specify exactly where you want to
place it and provide a set of game session configuration settings. The
target fleet must be in ACTIVE
status.
You can use this operation in the following ways:
To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration.
To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration.
To create a game session on an instance in an Anywhere fleet, specify the fleet's custom location.
If successful, Amazon GameLift initiates a workflow to start a new
game session and returns a GameSession
object containing the game
session configuration and status. When the game session status is
ACTIVE
, it is updated with connection information and you can create
player sessions for the game session. By default, newly created game
sessions are open to new players. You can restrict new player access
by using UpdateGameSession to change the game session's player
session creation policy.
Amazon GameLift retains logs for active for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.
Available in Amazon GameLift Local.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 1719 def create_game_session(params = {}, = {}) req = build_request(:create_game_session, params) req.send_request() end |
#create_game_session_queue(params = {}) ⇒ Types::CreateGameSessionQueueOutput
Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session.
A game session queue is configured with a set of destinations (Amazon GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed.
The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities.
To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity.
If successful, a new GameSessionQueue
object is returned with an
assigned queue ARN. New game session requests, which are submitted to
queue with StartGameSessionPlacement or StartMatchmaking,
reference a queue's name or ARN.
Learn more
Related actions
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 1904 def create_game_session_queue(params = {}, = {}) req = build_request(:create_game_session_queue, params) req.send_request() end |
#create_location(params = {}) ⇒ Types::CreateLocationOutput
Creates a custom location for use in an Anywhere fleet.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 1951 def create_location(params = {}, = {}) req = build_request(:create_location, params) req.send_request() end |
#create_matchmaking_configuration(params = {}) ⇒ Types::CreateMatchmakingConfigurationOutput
Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with Amazon GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using Amazon GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests identify the matchmaking configuration to use and provide player attributes consistent with that configuration.
To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without Amazon GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with Amazon GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match.
In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2175 def create_matchmaking_configuration(params = {}, = {}) req = build_request(:create_matchmaking_configuration, params) req.send_request() end |
#create_matchmaking_rule_set(params = {}) ⇒ Types::CreateMatchmakingRuleSetOutput
Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams. It also sets the parameters for acceptable player matches, such as minimum skill level or character type.
To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same Region as the matchmaking configuration they are used with.
Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2259 def create_matchmaking_rule_set(params = {}, = {}) req = build_request(:create_matchmaking_rule_set, params) req.send_request() end |
#create_player_session(params = {}) ⇒ Types::CreatePlayerSessionOutput
Reserves an open player slot in a game session for a player. New
player sessions can be created in any game session with an open slot
that is in ACTIVE
status and has a player creation policy of
ACCEPT_ALL
. You can add a group of players to a game session with
CreatePlayerSessions .
To create a player session, specify a game session ID, player ID, and optionally a set of player data.
If successful, a slot is reserved in the game session for the player
and a new PlayerSessions
object is returned with a player session
ID. The player references the player session ID when sending a
connection request to the game session, and the game server can use it
to validate the player reservation with the Amazon GameLift service.
Player sessions cannot be updated.
The maximum number of players per game session is 200. It is not adjustable.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2334 def create_player_session(params = {}, = {}) req = build_request(:create_player_session, params) req.send_request() end |
#create_player_sessions(params = {}) ⇒ Types::CreatePlayerSessionsOutput
Reserves open slots in a game session for a group of players. New
player sessions can be created in any game session with an open slot
that is in ACTIVE
status and has a player creation policy of
ACCEPT_ALL
. To add a single player to a game session, use
CreatePlayerSession
To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID.
If successful, a slot is reserved in the game session for each player,
and new PlayerSession
objects are returned with player session IDs.
Each player references their player session ID when sending a
connection request to the game session, and the game server can use it
to validate the player reservation with the Amazon GameLift service.
Player sessions cannot be updated.
The maximum number of players per game session is 200. It is not adjustable.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2415 def create_player_sessions(params = {}, = {}) req = build_request(:create_player_sessions, params) req.send_request() end |
#create_script(params = {}) ⇒ Types::CreateScriptOutput
Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session.
To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations:
A locally available directory. Use the ZipFile parameter for this option.
An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift service to access your S3 bucket.
If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment.
Learn more
Amazon GameLift Realtime Servers
Set Up a Role for Amazon GameLift Access
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2560 def create_script(params = {}, = {}) req = build_request(:create_script, params) req.send_request() end |
#create_vpc_peering_authorization(params = {}) ⇒ Types::CreateVpcPeeringAuthorizationOutput
Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your Amazon Web Services account. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. After you've received authorization, use CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets.
You can peer with VPCs that are owned by any Amazon Web Services account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions.
To request authorization to create a connection, call this operation from the Amazon Web Services account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the Amazon Web Services account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC.
To request authorization to delete a connection, call this operation from the Amazon Web Services account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the Amazon Web Services account that you use to manage Amazon GameLift.
The authorization remains valid for 24 hours unless it is canceled. You must create or delete the peering connection while the authorization is valid.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2648 def (params = {}, = {}) req = build_request(:create_vpc_peering_authorization, params) req.send_request() end |
#create_vpc_peering_connection(params = {}) ⇒ Struct
Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. You can peer with VPCs in any Amazon Web Services account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift Fleets.
Before calling this operation to establish the peering connection, you first need to use CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.
To establish the connection, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The Amazon Web Services account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a connection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections , or by monitoring fleet events for success or failure using DescribeFleetEvents .
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2728 def create_vpc_peering_connection(params = {}, = {}) req = build_request(:create_vpc_peering_connection, params) req.send_request() end |
#delete_alias(params = {}) ⇒ Struct
Deletes an alias. This operation removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2762 def delete_alias(params = {}, = {}) req = build_request(:delete_alias, params) req.send_request() end |
#delete_build(params = {}) ⇒ Struct
Deletes a build. This operation permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.
To delete a build, specify the build ID.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2801 def delete_build(params = {}, = {}) req = build_request(:delete_build, params) req.send_request() end |
#delete_fleet(params = {}) ⇒ Struct
Deletes all resources and information related a fleet. Any current
fleet instances, including those in remote locations, are shut down.
You don't need to call DeleteFleetLocations
separately.
To delete a fleet, specify the fleet ID to be terminated. During the
deletion process the fleet status is changed to DELETING
. When
completed, the status switches to TERMINATED
and the fleet event
FLEET_DELETED
is sent.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2847 def delete_fleet(params = {}, = {}) req = build_request(:delete_fleet, params) req.send_request() end |
#delete_fleet_locations(params = {}) ⇒ Types::DeleteFleetLocationsOutput
Removes locations from a multi-location fleet. When deleting a location, all game server process and all instances that are still active in the location are shut down.
To delete fleet locations, identify the fleet ID and provide a list of the locations to be deleted.
If successful, GameLift sets the location status to DELETING
, and
begins to shut down existing server processes and terminate instances
in each location being deleted. When completed, the location status
changes to TERMINATED
.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2905 def delete_fleet_locations(params = {}, = {}) req = build_request(:delete_fleet_locations, params) req.send_request() end |
#delete_game_server_group(params = {}) ⇒ Types::DeleteGameServerGroupOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources:
The game server group
The corresponding Auto Scaling group
All game servers that are currently running in the group
To delete a game server group, identify the game server group to
delete and specify the type of delete operation to initiate. Game
server groups can only be deleted if they are in ACTIVE
or ERROR
status.
If the delete request is successful, a series of operations are kicked
off. The game server group status is changed to DELETE_SCHEDULED
,
which prevents new game servers from being registered and stops
automatic scaling activity. Once all game servers in the game server
group are deregistered, Amazon GameLift FleetIQ can begin deleting
resources. If any of the delete operations fail, the game server group
is placed in ERROR
status.
Amazon GameLift FleetIQ emits delete events to Amazon CloudWatch.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2999 def delete_game_server_group(params = {}, = {}) req = build_request(:delete_game_server_group, params) req.send_request() end |
#delete_game_session_queue(params = {}) ⇒ Struct
Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3029 def delete_game_session_queue(params = {}, = {}) req = build_request(:delete_game_session_queue, params) req.send_request() end |
#delete_location(params = {}) ⇒ Struct
Deletes a custom location.
Before deleting a custom location, review any fleets currently using the custom location and deregister the location if it is in use. For more information, see DeregisterCompute.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3059 def delete_location(params = {}, = {}) req = build_request(:delete_location, params) req.send_request() end |
#delete_matchmaking_configuration(params = {}) ⇒ Struct
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.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3084 def delete_matchmaking_configuration(params = {}, = {}) req = build_request(:delete_matchmaking_configuration, params) req.send_request() end |
#delete_matchmaking_rule_set(params = {}) ⇒ Struct
Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration.
Learn more
^
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3120 def delete_matchmaking_rule_set(params = {}, = {}) req = build_request(:delete_matchmaking_rule_set, params) req.send_request() end |
#delete_scaling_policy(params = {}) ⇒ Struct
Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and Amazon GameLift removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.
To temporarily suspend scaling policies, use StopFleetActions. This operation suspends all policies for the fleet.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3158 def delete_scaling_policy(params = {}, = {}) req = build_request(:delete_scaling_policy, params) req.send_request() end |
#delete_script(params = {}) ⇒ Struct
Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted).
To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions.
Learn more
Amazon GameLift Realtime Servers
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3202 def delete_script(params = {}, = {}) req = build_request(:delete_script, params) req.send_request() end |
#delete_vpc_peering_authorization(params = {}) ⇒ Struct
Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, use DeleteVpcPeeringConnection.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3250 def (params = {}, = {}) req = build_request(:delete_vpc_peering_authorization, params) req.send_request() end |
#delete_vpc_peering_connection(params = {}) ⇒ Struct
Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete..
Once a valid authorization exists, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3293 def delete_vpc_peering_connection(params = {}, = {}) req = build_request(:delete_vpc_peering_connection, params) req.send_request() end |
#deregister_compute(params = {}) ⇒ Struct
Removes a compute resource from an Amazon GameLift Anywhere fleet. Deregistered computes can no longer host game sessions through Amazon GameLift.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3323 def deregister_compute(params = {}, = {}) req = build_request(:deregister_compute, params) req.send_request() end |
#deregister_game_server(params = {}) ⇒ Struct
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Removes the game server from a game server group. As a result of this operation, the deregistered game server can no longer be claimed and will not be returned in a list of active game servers.
To deregister a game server, specify the game server group and game server ID. If successful, this operation emits a CloudWatch event with termination timestamp and reason.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3368 def deregister_game_server(params = {}, = {}) req = build_request(:deregister_game_server, params) req.send_request() end |
#describe_alias(params = {}) ⇒ Types::DescribeAliasOutput
Retrieves properties for an alias. This operation returns all alias
metadata and settings. To get an alias's target fleet ID only, use
ResolveAlias
.
To get alias properties, specify the alias ID. If successful, the requested alias record is returned.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3418 def describe_alias(params = {}, = {}) req = build_request(:describe_alias, params) req.send_request() end |
#describe_build(params = {}) ⇒ Types::DescribeBuildOutput
Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3468 def describe_build(params = {}, = {}) req = build_request(:describe_build, params) req.send_request() end |
#describe_compute(params = {}) ⇒ Types::DescribeComputeOutput
Retrieves properties for a compute resource in an Amazon GameLift fleet. Call ListCompute to get a list of compute resources in a fleet. You can request information for computes in either managed EC2 fleets or Anywhere fleets.
To request compute properties, specify the compute name and fleet ID.
If successful, this operation returns details for the requested compute resource. For managed EC2 fleets, this operation returns the fleet's EC2 instances. For Anywhere fleets, this operation returns the fleet's registered computes.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3524 def describe_compute(params = {}, = {}) req = build_request(:describe_compute, params) req.send_request() end |
#describe_ec2_instance_limits(params = {}) ⇒ Types::DescribeEC2InstanceLimitsOutput
Retrieves the instance limits and current utilization for an Amazon Web Services Region or location. Instance limits control the number of instances, per instance type, per location, that your Amazon Web Services account can use. Learn more at Amazon EC2 Instance Types. The information returned includes the maximum number of instances allowed and your account's current usage across all fleets. This information can affect your ability to scale your Amazon GameLift fleets. You can request a limit increase for your account by using the Service limits page in the Amazon GameLift console.
Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an Amazon Web Services Region (either explicitly or as your default settings). To get the limit for a remote location, you must also specify the location. For example, the following requests all return different results:
Request specifies the Region
ap-northeast-1
with no location. The result is limits and usage data on all instance types that are deployed inus-east-2
, by all of the fleets that reside inap-northeast-1
.Request specifies the Region
us-east-1
with locationca-central-1
. The result is limits and usage data on all instance types that are deployed inca-central-1
, by all of the fleets that reside inus-east-2
. These limits do not affect fleets in any other Regions that deploy instances toca-central-1
.Request specifies the Region
eu-west-1
with locationca-central-1
. The result is limits and usage data on all instance types that are deployed inca-central-1
, by all of the fleets that reside ineu-west-1
.
This operation can be used in the following ways:
To get limit and usage data for all instance types that are deployed in an Amazon Web Services Region by fleets that reside in the same Region: Specify the Region only. Optionally, specify a single instance type to retrieve information for.
To get limit and usage data for all instance types that are deployed to a remote location by fleets that reside in different Amazon Web Services Region: Provide both the Amazon Web Services Region and the remote location. Optionally, specify a single instance type to retrieve information for.
If successful, an EC2InstanceLimits
object is returned with limits
and usage data for each requested instance type.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3622 def describe_ec2_instance_limits(params = {}, = {}) req = build_request(:describe_ec2_instance_limits, params) req.send_request() end |
#describe_fleet_attributes(params = {}) ⇒ Types::DescribeFleetAttributesOutput
Retrieves core fleet-wide properties, including the computing hardware and deployment configuration for all instances in the fleet.
This operation can be used in the following ways:
To get attributes for one or more specific fleets, provide a list of fleet IDs or fleet ARNs.
To get attributes for all fleets, do not provide a fleet identifier.
When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a FleetAttributes
object is returned for each fleet
requested, unless the fleet identifier is not found.
Learn more
Setting up Amazon GameLift fleets
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3729 def describe_fleet_attributes(params = {}, = {}) req = build_request(:describe_fleet_attributes, params) req.send_request() end |
#describe_fleet_capacity(params = {}) ⇒ Types::DescribeFleetCapacityOutput
Retrieves the resource capacity settings for one or more fleets. The data returned includes the current fleet capacity (number of EC2 instances), and settings that can control how capacity scaling. For fleets with remote locations, this operation retrieves data for the fleet's home Region only.
This operation can be used in the following ways:
To get capacity data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs.
To get capacity data for all fleets, do not provide a fleet identifier.
When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a FleetCapacity
object is returned for each requested
fleet ID. Each FleetCapacity object includes a Location
property,
which is set to the fleet's home Region. When a list of fleet IDs is
provided, attribute objects are returned only for fleets that
currently exist.
Learn more
Setting up Amazon GameLift fleets
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3827 def describe_fleet_capacity(params = {}, = {}) req = build_request(:describe_fleet_capacity, params) req.send_request() end |
#describe_fleet_events(params = {}) ⇒ Types::DescribeFleetEventsOutput
Retrieves entries from a fleet's event log. Fleet events are initiated by changes in status, such as during fleet creation and termination, changes in capacity, etc. If a fleet has multiple locations, events are also initiated by changes to status and capacity in remote locations.
You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a collection of event log entries matching the request are returned.
Learn more
Setting up Amazon GameLift fleets
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3911 def describe_fleet_events(params = {}, = {}) req = build_request(:describe_fleet_events, params) req.send_request() end |
#describe_fleet_location_attributes(params = {}) ⇒ Types::DescribeFleetLocationAttributesOutput
Retrieves information on a fleet's remote locations, including life-cycle status and any suspended fleet activity.
This operation can be used in the following ways:
To get data for specific locations, provide a fleet identifier and a list of locations. Location data is returned in the order that it is requested.
To get data for all locations, provide a fleet identifier only. Location data is returned in no particular order.
When requesting attributes for multiple locations, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a LocationAttributes
object is returned for each
requested location. If the fleet does not have a requested location,
no information is returned. This operation does not return the home
Region. To get information on a fleet's home Region, call
DescribeFleetAttributes
.
Learn more
Setting up Amazon GameLift fleets
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3999 def describe_fleet_location_attributes(params = {}, = {}) req = build_request(:describe_fleet_location_attributes, params) req.send_request() end |
#describe_fleet_location_capacity(params = {}) ⇒ Types::DescribeFleetLocationCapacityOutput
Retrieves the resource capacity settings for a fleet location. The
data returned includes the current capacity (number of EC2 instances)
and some scaling settings for the requested fleet location. Use this
operation to retrieve capacity information for a fleet's remote
location or home Region (you can also retrieve home Region capacity by
calling DescribeFleetCapacity
).
To retrieve capacity data, identify a fleet and location.
If successful, a FleetCapacity
object is returned for the requested
fleet location.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4065 def describe_fleet_location_capacity(params = {}, = {}) req = build_request(:describe_fleet_location_capacity, params) req.send_request() end |
#describe_fleet_location_utilization(params = {}) ⇒ Types::DescribeFleetLocationUtilizationOutput
Retrieves current usage data for a fleet location. Utilization data
provides a snapshot of current game hosting activity at the requested
location. Use this operation to retrieve utilization information for a
fleet's remote location or home Region (you can also retrieve home
Region utilization by calling DescribeFleetUtilization
).
To retrieve utilization data, identify a fleet and location.
If successful, a FleetUtilization
object is returned for the
requested fleet location.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4126 def describe_fleet_location_utilization(params = {}, = {}) req = build_request(:describe_fleet_location_utilization, params) req.send_request() end |
#describe_fleet_port_settings(params = {}) ⇒ Types::DescribeFleetPortSettingsOutput
Retrieves a fleet's inbound connection permissions. Connection permissions specify the range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game sessions that are running on instances in the fleet must use connections that fall in this range.
This operation can be used in the following ways:
To retrieve the inbound connection permissions for a fleet, identify the fleet's unique identifier.
To check the status of recent updates to a fleet remote location, specify the fleet ID and a location. Port setting updates can take time to propagate across all locations.
If successful, a set of IpPermission
objects is returned for the
requested fleet ID. When a location is specified, a pending status is
included. If the requested fleet has been deleted, the result set is
empty.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4198 def describe_fleet_port_settings(params = {}, = {}) req = build_request(:describe_fleet_port_settings, params) req.send_request() end |
#describe_fleet_utilization(params = {}) ⇒ Types::DescribeFleetUtilizationOutput
Retrieves utilization statistics for one or more fleets. Utilization data provides a snapshot of how the fleet's hosting resources are currently being used. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationUtilization to get utilization statistics for a fleet's remote locations.
This operation can be used in the following ways:
To get utilization data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs.
To get utilization data for all fleets, do not provide a fleet identifier.
When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a FleetUtilization object is returned for each
requested fleet ID, unless the fleet identifier is not found. Each
fleet utilization object includes a Location
property, which is set
to the fleet's home Region.
Learn more
Setting up Amazon GameLift Fleets
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4294 def describe_fleet_utilization(params = {}, = {}) req = build_request(:describe_fleet_utilization, params) req.send_request() end |
#describe_game_server(params = {}) ⇒ Types::DescribeGameServerOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on.
To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4354 def describe_game_server(params = {}, = {}) req = build_request(:describe_game_server, params) req.send_request() end |
#describe_game_server_group(params = {}) ⇒ Types::DescribeGameServerGroupOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Retrieves information on a game server group. This operation returns only properties related to Amazon GameLift FleetIQ. To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling policies, and maximum/minimum group size, access the Auto Scaling group directly.
To get attributes for a game server group, provide a group name or ARN
value. If successful, a GameServerGroup
object is returned.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4415 def describe_game_server_group(params = {}, = {}) req = build_request(:describe_game_server_group, params) req.send_request() end |
#describe_game_server_instances(params = {}) ⇒ Types::DescribeGameServerInstancesOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Retrieves status information about the Amazon EC2 instances associated with a Amazon GameLift FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers.
To request status for all instances in the game server group, provide
a game server group ID only. To request status for specific instances,
provide the game server group ID and one or more instance IDs. Use the
pagination parameters to retrieve results in sequential segments. If
successful, a collection of GameServerInstance
objects is returned.
This operation is not designed to be called with every game server claim request; this practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your cache no more than once every 10 seconds.
Learn more
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4496 def describe_game_server_instances(params = {}, = {}) req = build_request(:describe_game_server_instances, params) req.send_request() end |
#describe_game_session_details(params = {}) ⇒ Types::DescribeGameSessionDetailsOutput
Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status.
This operation can be used in the following ways:
To retrieve details for all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns details from the fleet's home Region and all remote locations.
To retrieve details for all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location.
To retrieve details for a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a GameSessionDetail
object is returned for each game
session that matches the request.
Learn more
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4622 def describe_game_session_details(params = {}, = {}) req = build_request(:describe_game_session_details, params) req.send_request() end |
#describe_game_session_placement(params = {}) ⇒ Types::DescribeGameSessionPlacementOutput
Retrieves information, including current status, about a game session placement request.
To get game session placement details, specify the placement ID.
This operation is not designed to be continually called to track game
session status. This practice can cause you to exceed your API limit,
which results in errors. Instead, you must configure configure an
Amazon Simple Notification Service (SNS) topic to receive
notifications from FlexMatch or queues. Continuously polling with
DescribeGameSessionPlacement
should only be used for games in
development with low game session usage.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4685 def describe_game_session_placement(params = {}, = {}) req = build_request(:describe_game_session_placement, params) req.send_request() end |
#describe_game_session_queues(params = {}) ⇒ Types::DescribeGameSessionQueuesOutput
Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. When specifying a list of queues, objects are returned only for queues that currently exist in the Region.
Learn more
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4760 def describe_game_session_queues(params = {}, = {}) req = build_request(:describe_game_session_queues, params) req.send_request() end |
#describe_game_sessions(params = {}) ⇒ Types::DescribeGameSessionsOutput
Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status.
This operation can be used in the following ways:
To retrieve all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns all game sessions in the fleet's home Region and all remote locations.
To retrieve all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location.
To retrieve a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a GameSession
object is returned for each game
session that matches the request.
This operation is not designed to be continually called to track game
session status. This practice can cause you to exceed your API limit,
which results in errors. Instead, you must configure an Amazon Simple
Notification Service (SNS) topic to receive notifications from
FlexMatch or queues. Continuously polling with DescribeGameSessions
should only be used for games in development with low game session
usage.
Available in Amazon GameLift Local.
Learn more
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4894 def describe_game_sessions(params = {}, = {}) req = build_request(:describe_game_sessions, params) req.send_request() end |
#describe_instances(params = {}) ⇒ Types::DescribeInstancesOutput
Retrieves information about the EC2 instances in an Amazon GameLift managed fleet, including instance ID, connection data, and status. You can use this operation with a multi-location fleet to get location-specific instance information. As an alternative, use the operations ListCompute and DescribeCompute to retrieve information for compute resources, including EC2 and Anywhere fleets.
You can call this operation in the following ways:
To get information on all instances in a fleet's home Region, specify the fleet ID.
To get information on all instances in a fleet's remote location, specify the fleet ID and location name.
To get information on a specific instance in a fleet, specify the fleet ID and instance ID.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, this operation returns Instance
objects for each
requested instance, listed in no particular order. If you call this
operation for an Anywhere fleet, you receive an
InvalidRequestException.
Learn more
Remotely connect to fleet instances
Related actions
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4999 def describe_instances(params = {}, = {}) req = build_request(:describe_instances, params) req.send_request() end |
#describe_matchmaking(params = {}) ⇒ Types::DescribeMatchmakingOutput
Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session.
To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists.
This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide the topic ARN in the matchmaking configuration.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5076 def describe_matchmaking(params = {}, = {}) req = build_request(:describe_matchmaking, params) req.send_request() end |
#describe_matchmaking_configurations(params = {}) ⇒ Types::DescribeMatchmakingConfigurationsOutput
Retrieves the details of FlexMatch matchmaking configurations.
This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.
Learn more
Setting up FlexMatch matchmakers
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5168 def describe_matchmaking_configurations(params = {}, = {}) req = build_request(:describe_matchmaking_configurations, params) req.send_request() end |
#describe_matchmaking_rule_sets(params = {}) ⇒ Types::DescribeMatchmakingRuleSetsOutput
Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the Region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name.
Learn more
^
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5233 def describe_matchmaking_rule_sets(params = {}, = {}) req = build_request(:describe_matchmaking_rule_sets, params) req.send_request() end |
#describe_player_sessions(params = {}) ⇒ Types::DescribePlayerSessionsOutput
Retrieves properties for one or more player sessions.
This action can be used in the following ways:
To retrieve a specific player session, provide the player session ID only.
To retrieve all player sessions in a game session, provide the game session ID only.
To retrieve all player sessions for a specific player, provide a player ID only.
To request player sessions, specify either a player session ID, game
session ID, or player ID. You can filter this request by player
session status. If you provide a specific PlayerSessionId
or
PlayerId
, Amazon GameLift ignores the filter criteria. Use the
pagination parameters to retrieve results as a set of sequential
pages.
If successful, a PlayerSession
object is returned for each session
that matches the request.
Related actions
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5351 def describe_player_sessions(params = {}, = {}) req = build_request(:describe_player_sessions, params) req.send_request() end |
#describe_runtime_configuration(params = {}) ⇒ Types::DescribeRuntimeConfigurationOutput
Retrieves a fleet's runtime configuration settings. The runtime configuration tells Amazon GameLift which server processes to run (and how) on each instance in the fleet.
To get the runtime configuration that is currently in forces for a fleet, provide the fleet ID.
If successful, a RuntimeConfiguration
object is returned for the
requested fleet. If the requested fleet has been deleted, the result
set is empty.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5405 def describe_runtime_configuration(params = {}, = {}) req = build_request(:describe_runtime_configuration, params) req.send_request() end |
#describe_scaling_policies(params = {}) ⇒ Types::DescribeScalingPoliciesOutput
Retrieves all scaling policies applied to a fleet.
To get a fleet's scaling policies, specify the fleet ID. You can
filter this request by policy status, such as to retrieve only active
scaling policies. Use the pagination parameters to retrieve results as
a set of sequential pages. If successful, set of ScalingPolicy
objects is returned for the fleet.
A fleet may have all of its scaling policies suspended. This operation does not affect the status of the scaling policies, which remains ACTIVE.
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5501 def describe_scaling_policies(params = {}, = {}) req = build_request(:describe_scaling_policies, params) req.send_request() end |
#describe_script(params = {}) ⇒ Types::DescribeScriptOutput
Retrieves properties for a Realtime script.
To request a script record, specify the script ID. If successful, an object containing the script properties is returned.
Learn more
Amazon GameLift Realtime Servers
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5555 def describe_script(params = {}, = {}) req = build_request(:describe_script, params) req.send_request() end |
#describe_vpc_peering_authorizations(params = {}) ⇒ Types::DescribeVpcPeeringAuthorizationsOutput
Retrieves valid VPC peering authorizations that are pending for the Amazon Web Services account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5590 def (params = {}, = {}) req = build_request(:describe_vpc_peering_authorizations, params) req.send_request() end |
#describe_vpc_peering_connections(params = {}) ⇒ Types::DescribeVpcPeeringConnectionsOutput
Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID.
To retrieve connection information, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5644 def describe_vpc_peering_connections(params = {}, = {}) req = build_request(:describe_vpc_peering_connections, params) req.send_request() end |
#get_compute_access(params = {}) ⇒ Types::GetComputeAccessOutput
Requests authorization to remotely connect to a compute resource in an Amazon GameLift fleet. Call this action to connect to an instance in a managed EC2 fleet if the fleet's game build uses Amazon GameLift server SDK 5.x or later. To connect to instances with game builds that use server SDK 4.x or earlier, call GetInstanceAccess.
To request access to a compute, identify the specific EC2 instance and the fleet it belongs to. You can retrieve instances for a managed EC2 fleet by calling ListCompute.
If successful, this operation returns a set of temporary Amazon Web Services credentials, including a two-part access key and a session token. Use these credentials with Amazon EC2 Systems Manager (SSM) to start a session with the compute. For more details, see Starting a session (CLI) in the Amazon EC2 Systems Manager User Guide.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5714 def get_compute_access(params = {}, = {}) req = build_request(:get_compute_access, params) req.send_request() end |
#get_compute_auth_token(params = {}) ⇒ Types::GetComputeAuthTokenOutput
Requests an authentication token from Amazon GameLift for a registered
compute in an Anywhere fleet. The game servers that are running on the
compute use this token to authenticate with the Amazon GameLift
service. Each server process must provide a valid authentication token
in its call to the Amazon GameLift server SDK action InitSDK()
.
Authentication tokens are valid for a limited time span. Use a mechanism to regularly request a fresh authentication token before the current token expires.
Learn more
Server SDK reference guides (for version 5.x)
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5779 def get_compute_auth_token(params = {}, = {}) req = build_request(:get_compute_auth_token, params) req.send_request() end |
#get_game_session_log_url(params = {}) ⇒ Types::GetGameSessionLogUrlOutput
Retrieves the location of stored game session logs for a specified game session on Amazon GameLift managed fleets. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5822 def get_game_session_log_url(params = {}, = {}) req = build_request(:get_game_session_log_url, params) req.send_request() end |
#get_instance_access(params = {}) ⇒ Types::GetInstanceAccessOutput
Requests authorization to remotely connect to an instance in an Amazon GameLift managed fleet. Use this operation to connect to instances with game servers that use Amazon GameLift server SDK 4.x or earlier. To connect to instances with game servers that use server SDK 5.x or later, call GetComputeAccess.
To request access to an instance, specify IDs for the instance and the fleet it belongs to. You can retrieve instance IDs for a fleet by calling DescribeInstances with the fleet ID.
If successful, this operation returns an IP address and credentials. The returned credentials match the operating system of the instance, as follows:
For a Windows instance: returns a user name and secret (password) for use with a Windows Remote Desktop client.
For a Linux instance: returns a user name and secret (RSA private key) for use with an SSH client. You must save the secret to a
.pem
file. If you're using the CLI, see the example Get credentials for a Linux instance for tips on automatically saving the secret to a.pem
file.
Learn more
Remotely connect to fleet instances
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5907 def get_instance_access(params = {}, = {}) req = build_request(:get_instance_access, params) req.send_request() end |
#list_aliases(params = {}) ⇒ Types::ListAliasesOutput
Retrieves all aliases for this Amazon Web Services account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.
Related actions
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5995 def list_aliases(params = {}, = {}) req = build_request(:list_aliases, params) req.send_request() end |
#list_builds(params = {}) ⇒ Types::ListBuildsOutput
Retrieves build resources for all builds associated with the Amazon
Web Services account in use. You can limit results to builds that are
in a specific status by using the Status
parameter. Use the
pagination parameters to retrieve results in a set of sequential
pages.
Learn more
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6081 def list_builds(params = {}, = {}) req = build_request(:list_builds, params) req.send_request() end |
#list_compute(params = {}) ⇒ Types::ListComputeOutput
Retrieves the compute resources in an Amazon GameLift fleet. You can request information for either managed EC2 fleets or Anywhere fleets.
To request a list of computes, specify the fleet ID. You can filter the result set by location. Use the pagination parameters to retrieve results in a set of sequential pages.
If successful, this operation returns the compute resource for the requested fleet. For managed EC2 fleets, it returns a list of EC2 instances. For Anywhere fleets, it returns a list of registered compute names.
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6151 def list_compute(params = {}, = {}) req = build_request(:list_compute, params) req.send_request() end |
#list_fleets(params = {}) ⇒ Types::ListFleetsOutput
Retrieves a collection of fleet resources in an Amazon Web Services Region. You can call this operation to get fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.htmlor specify a Region in your request. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only.
This operation can be used in the following ways:
To get a list of all fleets in a Region, don't provide a build or script identifier.
To get a list of all fleets where a specific custom game build is deployed, provide the build ID.
To get a list of all Realtime Servers fleets with a specific configuration script, provide the script ID.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a list of fleet IDs that match the request parameters is returned. A NextToken value is also returned if there are more result pages to retrieve.
Learn more
Setting up Amazon GameLift fleets
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6242 def list_fleets(params = {}, = {}) req = build_request(:list_fleets, params) req.send_request() end |
#list_game_server_groups(params = {}) ⇒ Types::ListGameServerGroupsOutput
Lists a game server groups.
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6294 def list_game_server_groups(params = {}, = {}) req = build_request(:list_game_server_groups, params) req.send_request() end |
#list_game_servers(params = {}) ⇒ Types::ListGameServersOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments.
Learn more
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6372 def list_game_servers(params = {}, = {}) req = build_request(:list_game_servers, params) req.send_request() end |
#list_locations(params = {}) ⇒ Types::ListLocationsOutput
Lists all custom and Amazon Web Services locations.
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6418 def list_locations(params = {}, = {}) req = build_request(:list_locations, params) req.send_request() end |
#list_scripts(params = {}) ⇒ Types::ListScriptsOutput
Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use.
Learn more
Amazon GameLift Realtime Servers
Related actions
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6482 def list_scripts(params = {}, = {}) req = build_request(:list_scripts, params) req.send_request() end |
#list_tags_for_resource(params = {}) ⇒ Types::ListTagsForResourceResponse
Retrieves all tags assigned to a Amazon GameLift resource. Use resource tags to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for Amazon GameLift resources that support tagging.
To list tags for a resource, specify the unique ARN value for the resource.
Learn more
Tagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6543 def (params = {}, = {}) req = build_request(:list_tags_for_resource, params) req.send_request() end |
#put_scaling_policy(params = {}) ⇒ Types::PutScalingPolicyOutput
Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling.
Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences.
Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling.
Target-based policy
A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action is needed to maintain that target.
For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer.
To create or update a target-based policy, specify a fleet ID and
name, and set the policy type to "TargetBased". Specify the metric
to track (PercentAvailableGameSessions) and reference a
TargetConfiguration
object with your desired buffer value. Exclude
all other parameters. On a successful request, the policy name is
returned. The scaling policy is automatically in force as soon as
it's successfully created. If the fleet's auto-scaling actions are
temporarily suspended, the new policy will be in force once the fleet
actions are restarted.
Rule-based policy
A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action.
For example, a policy may make the following statement: "If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%."
A policy's rule statement has the following structure:
If [MetricName]
is [ComparisonOperator]
[Threshold]
for
[EvaluationPeriods]
minutes, then [ScalingAdjustmentType]
to/by
[ScalingAdjustment]
.
To implement the example, the rule statement would look like this:
If [PercentIdleInstances]
is [GreaterThanThreshold]
[20]
for
[15]
minutes, then [PercentChangeInCapacity]
to/by [10]
.
To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to "RuleBased". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6753 def put_scaling_policy(params = {}, = {}) req = build_request(:put_scaling_policy, params) req.send_request() end |
#register_compute(params = {}) ⇒ Types::RegisterComputeOutput
Registers a compute resource to an Amazon GameLift Anywhere fleet. With Anywhere fleets you can incorporate your own computing hardware into an Amazon GameLift game hosting solution.
To register a compute to a fleet, give the compute a name (must be unique within the fleet) and specify the compute resource's DNS name or IP address. Provide the Anywhere fleet ID and a fleet location to associate with the compute being registered. You can optionally include the path to a TLS certificate on the compute resource.
If successful, this operation returns the compute details, including
an Amazon GameLift SDK endpoint. Game server processes that run on the
compute use this endpoint to communicate with the Amazon GameLift
service. Each server process includes the SDK endpoint in its call to
the Amazon GameLift server SDK action InitSDK()
.
Learn more
Server SDK reference guides (for version 5.x)
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6845 def register_compute(params = {}, = {}) req = build_request(:register_compute, params) req.send_request() end |
#register_game_server(params = {}) ⇒ Types::RegisterGameServerOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Creates a new game server resource and notifies Amazon GameLift FleetIQ that the game server is ready to host gameplay and players. This operation is called by a game server process that is running on an instance in a game server group. Registering game servers enables Amazon GameLift FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session.
To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data.
Once a game server is successfully registered, it is put in status
AVAILABLE
. A request to register a game server may fail if the
instance it is running on is in the process of shutting down as part
of instance balancing or scale-down activity.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6934 def register_game_server(params = {}, = {}) req = build_request(:register_game_server, params) req.send_request() end |
#request_upload_credentials(params = {}) ⇒ Types::RequestUploadCredentialsOutput
Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see GameSession.
To request new credentials, specify the build ID as returned with an
initial CreateBuild
request. If successful, a new set of credentials
are returned, along with the S3 storage location associated with the
build ID.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6989 def request_upload_credentials(params = {}, = {}) req = build_request(:request_upload_credentials, params) req.send_request() end |
#resolve_alias(params = {}) ⇒ Types::ResolveAliasOutput
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 7028 def resolve_alias(params = {}, = {}) req = build_request(:resolve_alias, params) req.send_request() end |
#resume_game_server_group(params = {}) ⇒ Types::ResumeGameServerGroupOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by the SuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended.
To resume activity, specify a game server group ARN and the type of
activity to be resumed. If successful, a GameServerGroup
object is
returned showing that the resumed activity is no longer listed in
SuspendedActions
.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 7098 def resume_game_server_group(params = {}, = {}) req = build_request(:resume_game_server_group, params) req.send_request() end |
#search_game_sessions(params = {}) ⇒ Types::SearchGameSessionsOutput
Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order.
This operation is not designed to continually track game session status because that practice can cause you to exceed your API limit and generate errors. Instead, configure an Amazon Simple Notification Service (Amazon SNS) topic to receive notifications from a matchmaker or game session placement queue.
When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations.
This operation can be used in the following ways:
To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria.
To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a GameSession
object is returned for each game
session that matches the request. Search finds game sessions that are
in ACTIVE
status only. To retrieve information on game sessions in
other statuses, use DescribeGameSessions .
To set search and sort criteria, create a filter expression using the following game session attributes. For game session search examples, see the Examples section of this topic.
gameSessionId -- A unique identifier for the game session. You can use either a
GameSessionId
orGameSessionArn
value.gameSessionName -- Name assigned to a game session. Game session names do not need to be unique to a game session.
gameSessionProperties -- A set of key-value pairs that can store custom data in a game session. For example:
\{"Key": "difficulty", "Value": "novice"\}
. The filter expression must specify the GameProperty -- aKey
and a stringValue
to search for the game sessions.For example, to search for the above key-value pair, specify the following search filter:
gameSessionProperties.difficulty = "novice"
. All game property values are searched as strings.For examples of searching game sessions, see the ones below, and also see Search game sessions by game property.
maximumSessions -- Maximum number of player sessions allowed for a game session.
creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds.
playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.
hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.
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.
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 7332 def search_game_sessions(params = {}, = {}) req = build_request(:search_game_sessions, params) req.send_request() end |
#start_fleet_actions(params = {}) ⇒ Types::StartFleetActionsOutput
Resumes certain types of activity on fleet instances that were suspended with StopFleetActions. For multi-location fleets, fleet actions are managed separately for each location. Currently, this operation is used to restart a fleet's auto-scaling activity.
This operation can be used in the following ways:
To restart actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to resume.
To restart actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to resume.
If successful, Amazon GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet location were never stopped, this operation will have no effect.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 7397 def start_fleet_actions(params = {}, = {}) req = build_request(:start_fleet_actions, params) req.send_request() end |
#start_game_session_placement(params = {}) ⇒ Types::StartGameSessionPlacementOutput
Places a request for a new game session in a queue. When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.
A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.
When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.
Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players.
To place a new game session request, specify the following:
The queue name and a set of game session properties and settings
A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request
(Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player)
Latency data for all players (if you want to optimize game play for the players)
If successful, a new game session placement is created.
To track the status of a placement request, call
DescribeGameSessionPlacement and check the request's status. If
the status is FULFILLED
, a new game session has been created and a
game session ARN and Region are referenced. If the placement request
times out, you can resubmit the request or retry it with a different
queue.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 7558 def start_game_session_placement(params = {}, = {}) req = build_request(:start_game_session_placement, params) req.send_request() end |
#start_match_backfill(params = {}) ⇒ Types::StartMatchBackfillOutput
Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements.
When using FlexMatch with Amazon GameLift managed hosting, you can
request a backfill match from a client service by calling this
operation with a GameSessions
ID. You also have the option of making
backfill requests directly from your game server. In response to a
request, FlexMatch creates player sessions for the new players,
updates the GameSession
resource, and sends updated matchmaking data
to the game server. You can request a backfill match at any point
after a game session is started. Each game session can have only one
active backfill request at a time; a subsequent request automatically
replaces the earlier request.
When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled.
To request a backfill match, specify a unique ticket ID, the original
matchmaking configuration, and matchmaking data for all current
players in the game session being backfilled. Optionally, specify the
GameSession
ARN. If successful, a match backfill ticket is created
and returned with status set to QUEUED. Track the status of backfill
tickets using the same method for tracking tickets for new matches.
Only game sessions created by FlexMatch are supported for match backfill.
Learn more
Backfill existing games with FlexMatch
Matchmaking events (reference)
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 7707 def start_match_backfill(params = {}, = {}) req = build_request(:start_match_backfill, params) req.send_request() end |
#start_matchmaking(params = {}) ⇒ Types::StartMatchmakingOutput
Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use Amazon GameLift managed hosting, this operation also triggers Amazon GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match.
To start matchmaking, provide a unique ticket ID, specify a
matchmaking configuration, and include the players to be matched. You
must also include any player attributes that are required by the
matchmaking configuration's rule set. If successful, a matchmaking
ticket is returned with status set to QUEUED
.
Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service, which is defined in the matchmaking configuration.
Learn more
Add FlexMatch to a game client
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 7821 def start_matchmaking(params = {}, = {}) req = build_request(:start_matchmaking, params) req.send_request() end |
#stop_fleet_actions(params = {}) ⇒ Types::StopFleetActionsOutput
Suspends certain types of activity in a fleet location. Currently, this operation is used to stop auto-scaling activity. For multi-location fleets, fleet actions are managed separately for each location.
Stopping fleet actions has several potential purposes. It allows you to temporarily stop auto-scaling activity but retain your scaling policies for use in the future. For multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out of it for certain locations.
This operation can be used in the following ways:
To stop actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to suspend.
To stop actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to suspend.
If successful, Amazon GameLift no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 7891 def stop_fleet_actions(params = {}, = {}) req = build_request(:stop_fleet_actions, params) req.send_request() end |
#stop_game_session_placement(params = {}) ⇒ Types::StopGameSessionPlacementOutput
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.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 7945 def stop_game_session_placement(params = {}, = {}) req = build_request(:stop_game_session_placement, params) req.send_request() end |
#stop_matchmaking(params = {}) ⇒ Struct
Cancels a matchmaking ticket or match backfill ticket that is
currently being processed. To stop the matchmaking operation, specify
the ticket ID. If successful, work on the ticket is stopped, and the
ticket status is changed to CANCELLED
.
This call is also used to turn off automatic backfill for an
individual game session. This is for game sessions that are created
with a matchmaking configuration that has automatic backfill enabled.
The ticket ID is included in the MatchmakerData
of an updated game
session object, which is provided to the game server.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 7989 def stop_matchmaking(params = {}, = {}) req = build_request(:stop_matchmaking, params) req.send_request() end |
#suspend_game_server_group(params = {}) ⇒ Types::SuspendGameServerGroupOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity:
- Instance type replacement - This activity evaluates the current game hosting viability of all Spot instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot Instance types, which have a higher chance of game server interruptions. It then balances capacity across the remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling group continues with its current balance, regardless of viability. Instance protection, utilization metrics, and capacity scaling activities continue to be active.
^
To suspend activity, specify a game server group ARN and the type of
activity to be suspended. If successful, a GameServerGroup
object is
returned showing that the activity is listed in SuspendedActions
.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 8067 def suspend_game_server_group(params = {}, = {}) req = build_request(:suspend_game_server_group, params) req.send_request() end |
#tag_resource(params = {}) ⇒ Struct
Assigns a tag to an Amazon GameLift resource. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, and more. This operation handles the permissions necessary to manage tags for Amazon GameLift resources that support tagging.
To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the resource.
Learn more
Tagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 8139 def tag_resource(params = {}, = {}) req = build_request(:tag_resource, params) req.send_request() end |
#untag_resource(params = {}) ⇒ Struct
Removes a tag assigned to a Amazon GameLift resource. You can use resource tags to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for Amazon GameLift resources that support tagging.
To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to remove. This operation succeeds even if the list includes tags that aren't assigned to the resource.
Learn more
Tagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 8199 def untag_resource(params = {}, = {}) req = build_request(:untag_resource, params) req.send_request() end |
#update_alias(params = {}) ⇒ Types::UpdateAliasOutput
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.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 8265 def update_alias(params = {}, = {}) req = build_request(:update_alias, params) req.send_request() end |
#update_build(params = {}) ⇒ Types::UpdateBuildOutput
Updates metadata in a build resource, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 8326 def update_build(params = {}, = {}) req = build_request(:update_build, params) req.send_request() end |
#update_fleet_attributes(params = {}) ⇒ Types::UpdateFleetAttributesOutput
Updates a fleet's mutable attributes, including game session protection and resource creation limits.
To update fleet attributes, specify the fleet ID and the property values that you want to change.
If successful, an updated FleetAttributes
object is returned.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 8419 def update_fleet_attributes(params = {}, = {}) req = build_request(:update_fleet_attributes, params) req.send_request() end |
#update_fleet_capacity(params = {}) ⇒ Types::UpdateFleetCapacityOutput
Updates capacity settings for a fleet. For fleets with multiple locations, use this operation to manage capacity settings in each location individually. Fleet capacity determines the number of game sessions and players that can be hosted based on the fleet configuration. Use this operation to set the following fleet capacity properties:
Minimum/maximum size: Set hard limits on fleet capacity. Amazon GameLift cannot set the fleet's capacity to a value outside of this range, whether the capacity is changed manually or through automatic scaling.
Desired capacity: Manually set the number of Amazon EC2 instances to be maintained in a fleet location. Before changing a fleet's desired capacity, you may want to call DescribeEC2InstanceLimits to get the maximum capacity of the fleet's Amazon EC2 instance type. Alternatively, consider using automatic scaling to adjust capacity based on player demand.
This operation can be used in the following ways:
To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the
Location
parameter. The fleet must be inACTIVE
status.To update capacity for a fleet's remote location, include the
Location
parameter set to the location to be updated. The location must be inACTIVE
status.
If successful, capacity settings are updated immediately. In response
a change in desired capacity, Amazon GameLift initiates steps to start
new instances or terminate existing instances in the requested fleet
location. This continues until the location's active instance count
matches the new desired instance count. You can track a fleet's
current capacity by calling DescribeFleetCapacity or
DescribeFleetLocationCapacity. If the requested desired instance
count is higher than the instance type's limit, the LimitExceeded
exception occurs.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 8522 def update_fleet_capacity(params = {}, = {}) req = build_request(:update_fleet_capacity, params) req.send_request() end |
#update_fleet_port_settings(params = {}) ⇒ Types::UpdateFleetPortSettingsOutput
Updates permissions that allow inbound traffic to connect to game sessions that are being hosted on instances in the fleet.
To update settings, specify the fleet ID to be updated and specify the
changes to be made. List the permissions you want to add in
InboundPermissionAuthorizations
, and permissions you want to remove
in InboundPermissionRevocations
. Permissions to be removed must
match existing fleet permissions.
If successful, the fleet ID for the updated fleet is returned. For
fleets with remote locations, port setting updates can take time to
propagate across all locations. You can check the status of updates in
each location by calling DescribeFleetPortSettings
with a location
name.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 8596 def update_fleet_port_settings(params = {}, = {}) req = build_request(:update_fleet_port_settings, params) req.send_request() end |
#update_game_server(params = {}) ⇒ Types::UpdateGameServerOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Updates information about a registered game server to help Amazon GameLift FleetIQ track game server availability. This operation is called by a game server process that is running on an instance in a game server group.
Use this operation to update the following types of game server information. You can make all three types of updates in the same request:
To update the game server's utilization status from
AVAILABLE
(when the game server is available to be claimed) toUTILIZED
(when the game server is currently hosting games). Identify the game server and game server group and specify the new utilization status. You can't change the status from toUTILIZED
toAVAILABLE
.To report health status, identify the game server and game server group and set health check to
HEALTHY
. If a game server does not report health status for a certain length of time, the game server is no longer considered healthy. As a result, it will be eventually deregistered from the game server group to avoid affecting utilization metrics. The best practice is to report health every 60 seconds.To change game server metadata, provide updated game server data.
Once a game server is successfully updated, the relevant statuses and timestamps are updated.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 8695 def update_game_server(params = {}, = {}) req = build_request(:update_game_server, params) req.send_request() end |
#update_game_server_group(params = {}) ⇒ Types::UpdateGameServerGroupOutput
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Updates Amazon GameLift FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts.
To update the game server group, specify the game server group ID and
provide the updated values. Before applying the updates, the new
values are validated to ensure that Amazon GameLift FleetIQ can
continue to perform instance balancing activity. If successful, a
GameServerGroup
object is returned.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 8827 def update_game_server_group(params = {}, = {}) req = build_request(:update_game_server_group, params) req.send_request() end |
#update_game_session(params = {}) ⇒ Types::UpdateGameSessionOutput
Updates the mutable properties of a game session.
To update a game session, specify the game session ID and the values you want to change.
If successful, the updated GameSession
object is returned.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 8929 def update_game_session(params = {}, = {}) req = build_request(:update_game_session, params) req.send_request() end |
#update_game_session_queue(params = {}) ⇒ Types::UpdateGameSessionQueueOutput
Updates the configuration of a game session queue, which determines how the queue processes new game session requests. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 9057 def update_game_session_queue(params = {}, = {}) req = build_request(:update_game_session_queue, params) req.send_request() end |
#update_matchmaking_configuration(params = {}) ⇒ Types::UpdateMatchmakingConfigurationOutput
Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 9242 def update_matchmaking_configuration(params = {}, = {}) req = build_request(:update_matchmaking_configuration, params) req.send_request() end |
#update_runtime_configuration(params = {}) ⇒ Types::UpdateRuntimeConfigurationOutput
Updates the current runtime configuration for the specified fleet,
which tells Amazon GameLift how to launch server processes on all
instances in the fleet. You can update a fleet's runtime
configuration at any time after the fleet is created; it does not need
to be in ACTIVE
status.
To update runtime configuration, specify the fleet ID and provide a
RuntimeConfiguration
with an updated set of server process
configurations.
If successful, the fleet's runtime configuration settings are updated. Each instance in the fleet regularly checks for and retrieves updated runtime configurations. Instances immediately begin complying with the new configuration by launching new server processes or not replacing existing processes when they shut down. Updating a fleet's runtime configuration never affects existing server processes.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 9317 def update_runtime_configuration(params = {}, = {}) req = build_request(:update_runtime_configuration, params) req.send_request() end |
#update_script(params = {}) ⇒ Types::UpdateScriptOutput
Updates Realtime script metadata and content.
To update script metadata, specify the script ID and provide updated name and/or version values.
To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script.
If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions.
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Amazon GameLift Realtime Servers
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 9418 def update_script(params = {}, = {}) req = build_request(:update_script, params) req.send_request() end |
#validate_matchmaking_rule_set(params = {}) ⇒ Types::ValidateMatchmakingRuleSetOutput
Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 9460 def validate_matchmaking_rule_set(params = {}, = {}) req = build_request(:validate_matchmaking_rule_set, params) req.send_request() end |