Class: Aws::GameLift::Client

Inherits:
Seahorse::Client::Base show all
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

#config, #handlers

API Operations collapse

Instance Method Summary collapse

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.

Parameters:

  • options (Hash)

Options Hash (options):

  • :plugins (Array<Seahorse::Client::Plugin>) — default: []]

    A list of plugins to apply to the client. Each plugin is either a class name or an instance of a plugin class.

  • :credentials (required, Aws::CredentialProvider)

    Your AWS credentials. This can be an instance of any one of the following classes:

    • Aws::Credentials - Used for configuring static, non-refreshing credentials.

    • Aws::SharedCredentials - Used for loading static credentials from a shared file, such as ~/.aws/config.

    • Aws::AssumeRoleCredentials - Used when you need to assume a role.

    • Aws::AssumeRoleWebIdentityCredentials - Used when you need to assume a role after providing credentials via the web.

    • Aws::SSOCredentials - Used for loading credentials from AWS SSO using an access token generated from aws login.

    • Aws::ProcessCredentials - Used for loading credentials from a process that outputs to stdout.

    • Aws::InstanceProfileCredentials - Used for loading credentials from an EC2 IMDS on an EC2 instance.

    • Aws::ECSCredentials - Used for loading credentials from instances running in ECS.

    • Aws::CognitoIdentityCredentials - Used for loading credentials from the Cognito Identity service.

    When :credentials are not configured directly, the following locations will be searched for credentials:

    • Aws.config[:credentials]
    • The :access_key_id, :secret_access_key, :session_token, and :account_id options.
    • ENV['AWS_ACCESS_KEY_ID'], ENV['AWS_SECRET_ACCESS_KEY'], ENV['AWS_SESSION_TOKEN'], and ENV['AWS_ACCOUNT_ID']
    • ~/.aws/credentials
    • ~/.aws/config
    • EC2/ECS IMDS instance profile - When used by default, the timeouts are very aggressive. Construct and pass an instance of Aws::InstanceProfileCredentials or Aws::ECSCredentials to enable retries and extended timeouts. Instance profile credential fetching can be disabled by setting ENV['AWS_EC2_METADATA_DISABLED'] to true.
  • :region (required, String)

    The AWS region to connect to. The configured :region is used to determine the service :endpoint. When not passed, a default :region is searched for in the following locations:

    • Aws.config[:region]
    • ENV['AWS_REGION']
    • ENV['AMAZON_REGION']
    • ENV['AWS_DEFAULT_REGION']
    • ~/.aws/credentials
    • ~/.aws/config
  • :access_key_id (String)
  • :account_id (String)
  • :active_endpoint_cache (Boolean) — default: false

    When set to true, a thread polling for endpoints will be running in the background every 60 secs (default). Defaults to false.

  • :adaptive_retry_wait_to_fill (Boolean) — default: true

    Used only in adaptive retry mode. When true, the request will sleep until there is sufficent client side capacity to retry the request. When false, the request will raise a RetryCapacityNotAvailableError and will not retry instead of sleeping.

  • :client_side_monitoring (Boolean) — default: false

    When true, client-side metrics will be collected for all API requests from this client.

  • :client_side_monitoring_client_id (String) — default: ""

    Allows you to provide an identifier for this client which will be attached to all generated client side metrics. Defaults to an empty string.

  • :client_side_monitoring_host (String) — default: "127.0.0.1"

    Allows you to specify the DNS hostname or IPv4 or IPv6 address that the client side monitoring agent is running on, where client metrics will be published via UDP.

  • :client_side_monitoring_port (Integer) — default: 31000

    Required for publishing client metrics. The port that the client side monitoring agent is running on, where client metrics will be published via UDP.

  • :client_side_monitoring_publisher (Aws::ClientSideMonitoring::Publisher) — default: Aws::ClientSideMonitoring::Publisher

    Allows you to provide a custom client-side monitoring publisher class. By default, will use the Client Side Monitoring Agent Publisher.

  • :convert_params (Boolean) — default: true

    When true, an attempt is made to coerce request parameters into the required types.

  • :correct_clock_skew (Boolean) — default: true

    Used only in standard and adaptive retry modes. Specifies whether to apply a clock skew correction and retry requests with skewed client clocks.

  • :defaults_mode (String) — default: "legacy"

    See DefaultsModeConfiguration for a list of the accepted modes and the configuration defaults that are included.

  • :disable_host_prefix_injection (Boolean) — default: false

    Set to true to disable SDK automatically adding host prefix to default service endpoint when available.

  • :disable_request_compression (Boolean) — default: false

    When set to 'true' the request body will not be compressed for supported operations.

  • :endpoint (String, URI::HTTPS, URI::HTTP)

    Normally you should not configure the :endpoint option directly. This is normally constructed from the :region option. Configuring :endpoint is normally reserved for connecting to test or custom endpoints. The endpoint should be a URI formatted like:

    'http://example.com'
    'https://example.com'
    'http://example.com:123'
    
  • :endpoint_cache_max_entries (Integer) — default: 1000

    Used for the maximum size limit of the LRU cache storing endpoints data for endpoint discovery enabled operations. Defaults to 1000.

  • :endpoint_cache_max_threads (Integer) — default: 10

    Used for the maximum threads in use for polling endpoints to be cached, defaults to 10.

  • :endpoint_cache_poll_interval (Integer) — default: 60

    When :endpoint_discovery and :active_endpoint_cache is enabled, Use this option to config the time interval in seconds for making requests fetching endpoints information. Defaults to 60 sec.

  • :endpoint_discovery (Boolean) — default: false

    When set to true, endpoint discovery will be enabled for operations when available.

  • :ignore_configured_endpoint_urls (Boolean)

    Setting to true disables use of endpoint URLs provided via environment variables and the shared configuration file.

  • :log_formatter (Aws::Log::Formatter) — default: Aws::Log::Formatter.default

    The log formatter.

  • :log_level (Symbol) — default: :info

    The log level to send messages to the :logger at.

  • :logger (Logger)

    The Logger instance to send log messages to. If this option is not set, logging will be disabled.

  • :max_attempts (Integer) — default: 3

    An integer representing the maximum number attempts that will be made for a single request, including the initial attempt. For example, setting this value to 5 will result in a request being retried up to 4 times. Used in standard and adaptive retry modes.

  • :profile (String) — default: "default"

    Used when loading credentials from the shared credentials file at HOME/.aws/credentials. When not specified, 'default' is used.

  • :request_min_compression_size_bytes (Integer) — default: 10240

    The minimum size in bytes that triggers compression for request bodies. The value must be non-negative integer value between 0 and 10485780 bytes inclusive.

  • :retry_backoff (Proc)

    A proc or lambda used for backoff. Defaults to 2**retries * retry_base_delay. This option is only used in the legacy retry mode.

  • :retry_base_delay (Float) — default: 0.3

    The base delay in seconds used by the default backoff function. This option is only used in the legacy retry mode.

  • :retry_jitter (Symbol) — default: :none

    A delay randomiser function used by the default backoff function. Some predefined functions can be referenced by name - :none, :equal, :full, otherwise a Proc that takes and returns a number. This option is only used in the legacy retry mode.

    @see https://www.awsarchitectureblog.com/2015/03/backoff.html

  • :retry_limit (Integer) — default: 3

    The maximum number of times to retry failed requests. Only ~ 500 level server errors and certain ~ 400 level client errors are retried. Generally, these are throttling errors, data checksum errors, networking errors, timeout errors, auth errors, endpoint discovery, and errors from expired credentials. This option is only used in the legacy retry mode.

  • :retry_max_delay (Integer) — default: 0

    The maximum number of seconds to delay between retries (0 for no limit) used by the default backoff function. This option is only used in the legacy retry mode.

  • :retry_mode (String) — default: "legacy"

    Specifies which retry algorithm to use. Values are:

    • legacy - The pre-existing retry behavior. This is default value if no retry mode is provided.

    • standard - A standardized set of retry rules across the AWS SDKs. This includes support for retry quotas, which limit the number of unsuccessful retries a client can make.

    • adaptive - An experimental retry mode that includes all the functionality of standard mode along with automatic client side throttling. This is a provisional mode that may change behavior in the future.

  • :sdk_ua_app_id (String)

    A unique and opaque application ID that is appended to the User-Agent header as app/sdk_ua_app_id. It should have a maximum length of 50. This variable is sourced from environment variable AWS_SDK_UA_APP_ID or the shared config profile attribute sdk_ua_app_id.

  • :secret_access_key (String)
  • :session_token (String)
  • :sigv4a_signing_region_set (Array)

    A list of regions that should be signed with SigV4a signing. When not passed, a default :sigv4a_signing_region_set is searched for in the following locations:

    • Aws.config[:sigv4a_signing_region_set]
    • ENV['AWS_SIGV4A_SIGNING_REGION_SET']
    • ~/.aws/config
  • :simple_json (Boolean) — default: false

    Disables request parameter conversion, validation, and formatting. Also disables response data type conversions. The request parameters hash must be formatted exactly as the API expects.This option is useful when you want to ensure the highest level of performance by avoiding overhead of walking request parameters and response data structures.

  • :stub_responses (Boolean) — default: false

    Causes the client to return stubbed responses. By default fake responses are generated and returned. You can specify the response data to return or errors to raise by calling ClientStubs#stub_responses. See ClientStubs for more information.

    Please note When response stubbing is enabled, no HTTP requests are made, and retries are disabled.

  • :telemetry_provider (Aws::Telemetry::TelemetryProviderBase) — default: Aws::Telemetry::NoOpTelemetryProvider

    Allows you to provide a telemetry provider, which is used to emit telemetry data. By default, uses NoOpTelemetryProvider which will not record or emit any telemetry data. The SDK supports the following telemetry providers:

    • OpenTelemetry (OTel) - To use the OTel provider, install and require the opentelemetry-sdk gem and then, pass in an instance of a Aws::Telemetry::OTelProvider for telemetry provider.
  • :token_provider (Aws::TokenProvider)

    A Bearer Token Provider. This can be an instance of any one of the following classes:

    • Aws::StaticTokenProvider - Used for configuring static, non-refreshing tokens.

    • Aws::SSOTokenProvider - Used for loading tokens from AWS SSO using an access token generated from aws login.

    When :token_provider is not configured directly, the Aws::TokenProviderChain will be used to search for tokens configured for your profile in shared configuration files.

  • :use_dualstack_endpoint (Boolean)

    When set to true, dualstack enabled endpoints (with .aws TLD) will be used if available.

  • :use_fips_endpoint (Boolean)

    When set to true, fips compatible endpoints will be used if available. When a fips region is used, the region is normalized and this config is set to true.

  • :validate_params (Boolean) — default: true

    When true, request parameters are validated before sending the request.

  • :endpoint_provider (Aws::GameLift::EndpointProvider)

    The endpoint provider used to resolve endpoints. Any object that responds to #resolve_endpoint(parameters) where parameters is a Struct similar to Aws::GameLift::EndpointParameters.

  • :http_continue_timeout (Float) — default: 1

    The number of seconds to wait for a 100-continue response before sending the request body. This option has no effect unless the request has "Expect" header set to "100-continue". Defaults to nil which disables this behaviour. This value can safely be set per request on the session.

  • :http_idle_timeout (Float) — default: 5

    The number of seconds a connection is allowed to sit idle before it is considered stale. Stale connections are closed and removed from the pool before making a request.

  • :http_open_timeout (Float) — default: 15

    The default number of seconds to wait for response data. This value can safely be set per-request on the session.

  • :http_proxy (URI::HTTP, String)

    A proxy to send requests through. Formatted like 'http://proxy.com:123'.

  • :http_read_timeout (Float) — default: 60

    The default number of seconds to wait for response data. This value can safely be set per-request on the session.

  • :http_wire_trace (Boolean) — default: false

    When true, HTTP debug output will be sent to the :logger.

  • :on_chunk_received (Proc)

    When a Proc object is provided, it will be used as callback when each chunk of the response body is received. It provides three arguments: the chunk, the number of bytes received, and the total number of bytes in the response (or nil if the server did not send a content-length).

  • :on_chunk_sent (Proc)

    When a Proc object is provided, it will be used as callback when each chunk of the request body is sent. It provides three arguments: the chunk, the number of bytes read from the body, and the total number of bytes in the body.

  • :raise_response_errors (Boolean) — default: true

    When true, response errors are raised.

  • :ssl_ca_bundle (String)

    Full path to the SSL certificate authority bundle file that should be used when verifying peer certificates. If you do not pass :ssl_ca_bundle or :ssl_ca_directory the the system default will be used if available.

  • :ssl_ca_directory (String)

    Full path of the directory that contains the unbundled SSL certificate authority files for verifying peer certificates. If you do not pass :ssl_ca_bundle or :ssl_ca_directory the the system default will be used if available.

  • :ssl_ca_store (String)

    Sets the X509::Store to verify peer certificate.

  • :ssl_cert (OpenSSL::X509::Certificate)

    Sets a client certificate when creating http connections.

  • :ssl_key (OpenSSL::PKey)

    Sets a client key when creating http connections.

  • :ssl_timeout (Float)

    Sets the SSL timeout in seconds

  • :ssl_verify_peer (Boolean) — default: true

    When true, SSL peer certificates are verified when establishing a connection.



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 451

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)

Examples:

Request syntax with placeholder values


resp = client.accept_match({
  ticket_id: "MatchmakingIdStringModel", # required
  player_ids: ["PlayerId"], # required
  acceptance_type: "ACCEPT", # required, accepts ACCEPT, REJECT
})

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :ticket_id (required, String)

    A unique identifier for a matchmaking ticket. The ticket must be in status REQUIRES_ACCEPTANCE; otherwise this request will fail.

  • :player_ids (required, Array<String>)

    A unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.

  • :acceptance_type (required, String)

    Player response to the proposed match.

Returns:

  • (Struct)

    Returns an empty response.

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 521

def accept_match(params = {}, options = {})
  req = build_request(:accept_match, params)
  req.send_request(options)
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 on DRAINING instances.

Learn more

Amazon GameLift FleetIQ Guide

Examples:

Request syntax with placeholder values


resp = client.claim_game_server({
  game_server_group_name: "GameServerGroupNameOrArn", # required
  game_server_id: "GameServerId",
  game_server_data: "GameServerData",
  filter_option: {
    instance_statuses: ["ACTIVE"], # accepts ACTIVE, DRAINING
  },
})

Response structure


resp.game_server.game_server_group_name #=> String
resp.game_server.game_server_group_arn #=> String
resp.game_server.game_server_id #=> String
resp.game_server.instance_id #=> String
resp.game_server.connection_info #=> String
resp.game_server.game_server_data #=> String
resp.game_server.claim_status #=> String, one of "CLAIMED"
resp.game_server.utilization_status #=> String, one of "AVAILABLE", "UTILIZED"
resp.game_server.registration_time #=> Time
resp.game_server.last_claim_time #=> Time
resp.game_server.last_health_check_time #=> Time

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :game_server_group_name (required, String)

    A unique identifier for the game server group where the game server is running. If you are not specifying a game server to claim, this value identifies where you want Amazon GameLift FleetIQ to look for an available game server to claim.

  • :game_server_id (String)

    A custom string that uniquely identifies the game server to claim. If this parameter is left empty, Amazon GameLift FleetIQ searches for an available game server in the specified game server group.

  • :game_server_data (String)

    A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.

  • :filter_option (Types::ClaimFilterOption)

    Object that restricts how a claimed game server is chosen.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 625

def claim_game_server(params = {}, options = {})
  req = build_request(:claim_game_server, params)
  req.send_request(options)
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

All APIs by task

Examples:

Request syntax with placeholder values


resp = client.create_alias({
  name: "NonBlankAndLengthConstraintString", # required
  description: "NonZeroAndMaxString",
  routing_strategy: { # required
    type: "SIMPLE", # accepts SIMPLE, TERMINAL
    fleet_id: "FleetId",
    message: "FreeText",
  },
  tags: [
    {
      key: "TagKey", # required
      value: "TagValue", # required
    },
  ],
})

Response structure


resp.alias.alias_id #=> String
resp.alias.name #=> String
resp.alias.alias_arn #=> String
resp.alias.description #=> String
resp.alias.routing_strategy.type #=> String, one of "SIMPLE", "TERMINAL"
resp.alias.routing_strategy.fleet_id #=> String
resp.alias.routing_strategy.message #=> String
resp.alias.creation_time #=> Time
resp.alias.last_updated_time #=> Time

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :name (required, String)

    A descriptive label that is associated with an alias. Alias names do not need to be unique.

  • :description (String)

    A human-readable description of the alias.

  • :routing_strategy (required, Types::RoutingStrategy)

    The routing configuration, including routing type and fleet target, for the alias.

  • :tags (Array<Types::Tag>)

    A list of labels to assign to the new alias resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 716

def create_alias(params = {}, options = {})
  req = build_request(:create_alias, params)
  req.send_request(options)
end

#create_build(params = {}) ⇒ Types::CreateBuildOutput

Creates an Amazon GameLift build resource for your game server software and stores the software for deployment to hosting resources. Combine game server binaries and dependencies into a single .zip file

Use the CLI command upload-build to quickly and simply create a new build and upload your game build .zip file to Amazon GameLift Amazon S3. This helper command eliminates the need to explicitly manage access permissions.

Alternatively, use the CreateBuild action for the following scenarios:

  • You want to create a build and upload a game build zip file from in an Amazon S3 location that you control. In this scenario, you need to give Amazon GameLift permission to access to the Amazon S3 bucket. With permission in place, call CreateBuild and specify a build name, the build's runtime operating system, and the Amazon S3 storage location where the build file is stored.

  • You want to create a build and upload a local game build zip file to an Amazon S3 location that's controlled by Amazon GameLift. (See the upload-build CLI command for this scenario.) In this scenario, you need to request temporary access credentials to the Amazon GameLift Amazon S3 location. Specify a build name and the build's runtime operating system. The response provides an Amazon S3 location and a set of temporary access credentials. Use the credentials to upload your build files to the specified Amazon S3 location (see Uploading Objects in the Amazon S3 Developer Guide). You can't update build files after uploading them to Amazon GameLift Amazon S3.

If successful, this action creates a new build resource with a unique build ID and places it in INITIALIZED status. When the build reaches READY status, you can create fleets with it.

Learn more

Uploading Your Game

Create a Build with Files in Amazon S3

All APIs by task

Examples:

Request syntax with placeholder values


resp = client.create_build({
  name: "NonZeroAndMaxString",
  version: "NonZeroAndMaxString",
  storage_location: {
    bucket: "NonEmptyString",
    key: "NonEmptyString",
    role_arn: "NonEmptyString",
    object_version: "NonEmptyString",
  },
  operating_system: "WINDOWS_2012", # accepts WINDOWS_2012, AMAZON_LINUX, AMAZON_LINUX_2, WINDOWS_2016, AMAZON_LINUX_2023
  tags: [
    {
      key: "TagKey", # required
      value: "TagValue", # required
    },
  ],
  server_sdk_version: "ServerSdkVersion",
})

Response structure


resp.build.build_id #=> String
resp.build.build_arn #=> String
resp.build.name #=> String
resp.build.version #=> String
resp.build.status #=> String, one of "INITIALIZED", "READY", "FAILED"
resp.build.size_on_disk #=> Integer
resp.build.operating_system #=> String, one of "WINDOWS_2012", "AMAZON_LINUX", "AMAZON_LINUX_2", "WINDOWS_2016", "AMAZON_LINUX_2023"
resp.build.creation_time #=> Time
resp.build.server_sdk_version #=> String
resp.upload_credentials.access_key_id #=> String
resp.upload_credentials.secret_access_key #=> String
resp.upload_credentials.session_token #=> String
resp.storage_location.bucket #=> String
resp.storage_location.key #=> String
resp.storage_location.role_arn #=> String
resp.storage_location.object_version #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :name (String)

    A descriptive label that is associated with a build. Build names do not need to be unique. You can change this value later.

  • :version (String)

    Version information that is associated with a build or script. Version strings do not need to be unique. You can change this value later.

  • :storage_location (Types::S3Location)

    Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region.

    If a StorageLocation is specified, the size of your file can be found in your Amazon S3 bucket. Amazon GameLift will report a SizeOnDisk of 0.

  • :operating_system (String)

    The environment that your game server binaries run on. This value determines the type of fleet resources that you use for this build. If your game build contains multiple executables, they all must run on the same operating system. This parameter is required, and there's no default value. You can't change a build's operating system later.

    Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.

  • :tags (Array<Types::Tag>)

    A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.

  • :server_sdk_version (String)

    A server SDK version you used when integrating your game server build with Amazon GameLift. For more information see Integrate games with custom game servers. By default Amazon GameLift sets this value to 4.0.2.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 890

def create_build(params = {}, options = {})
  req = build_request(:create_build, params)
  req.send_request(options)
end

#create_container_fleet(params = {}) ⇒ Types::CreateContainerFleetOutput

Creates a managed fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your containerized game servers. Use this operation to define how to deploy a container architecture onto each fleet instance and configure fleet settings. You can create a container fleet in any Amazon Web Services Regions that Amazon GameLift supports for multi-location fleets. A container fleet can be deployed to a single location or multiple locations. Container fleets are deployed with Amazon Linux 2023 as the instance operating system.

Define the fleet's container architecture using container group definitions. Each fleet can have one of the following container group types:

  • The game server container group runs your game server build and dependent software. Amazon GameLift deploys one or more replicas of this container group to each fleet instance. The number of replicas depends on the computing capabilities of the fleet instance in use.

  • An optional per-instance container group might be used to run other software that only needs to run once per instance, such as background services, logging, or test processes. One per-instance container group is deployed to each fleet instance.

Each container group can include the definition for one or more containers. A container definition specifies a container image that is stored in an Amazon Elastic Container Registry (Amazon ECR) public or private repository.

Request options

Use this operation to make the following types of requests. Most fleet settings have default values, so you can create a working fleet with a minimal configuration and default values, which you can customize later.

  • Create a fleet with no container groups. You can configure a container fleet and then add container group definitions later. In this scenario, no fleet instances are deployed, and the fleet can't host game sessions until you add a game server container group definition. Provide the following required parameter values:

    • FleetRoleArn

    ^

  • Create a fleet with a game server container group. Provide the following required parameter values:

    • FleetRoleArn

    • GameServerContainerGroupDefinitionName

  • Create a fleet with a game server container group and a per-instance container group. Provide the following required parameter values:

    • FleetRoleArn

    • GameServerContainerGroupDefinitionName

    • PerInstanceContainerGroupDefinitionName

Results

If successful, this operation creates a new container fleet resource, places it in PENDING status, and initiates the fleet creation workflow. For fleets with container groups, this workflow starts a fleet deployment and transitions the status to ACTIVE. Fleets without a container group are placed in CREATED status.

You can update most of the properties of a fleet, including container group definitions, and deploy the update across all fleet instances. Use a fleet update to deploy a new game server version update across the container fleet.

Examples:

Request syntax with placeholder values


resp = client.create_container_fleet({
  fleet_role_arn: "ArnStringModel", # required
  description: "NonZeroAndMaxString",
  game_server_container_group_definition_name: "ContainerGroupDefinitionNameOrArn",
  per_instance_container_group_definition_name: "ContainerGroupDefinitionNameOrArn",
  instance_connection_port_range: {
    from_port: 1, # required
    to_port: 1, # required
  },
  instance_inbound_permissions: [
    {
      from_port: 1, # required
      to_port: 1, # required
      ip_range: "IpRange", # required
      protocol: "TCP", # required, accepts TCP, UDP
    },
  ],
  game_server_container_groups_per_instance: 1,
  instance_type: "NonZeroAndMaxString",
  billing_type: "ON_DEMAND", # accepts ON_DEMAND, SPOT
  locations: [
    {
      location: "LocationStringModel", # required
    },
  ],
  metric_groups: ["MetricGroup"],
  new_game_session_protection_policy: "NoProtection", # accepts NoProtection, FullProtection
  game_session_creation_limit_policy: {
    new_game_sessions_per_creator: 1,
    policy_period_in_minutes: 1,
  },
  log_configuration: {
    log_destination: "NONE", # accepts NONE, CLOUDWATCH, S3
    s3_bucket_name: "NonEmptyString",
    log_group_arn: "LogGroupArnStringModel",
  },
  tags: [
    {
      key: "TagKey", # required
      value: "TagValue", # required
    },
  ],
})

Response structure


resp.container_fleet.fleet_id #=> String
resp.container_fleet.fleet_arn #=> String
resp.container_fleet.fleet_role_arn #=> String
resp.container_fleet.game_server_container_group_definition_name #=> String
resp.container_fleet.game_server_container_group_definition_arn #=> String
resp.container_fleet.per_instance_container_group_definition_name #=> String
resp.container_fleet.per_instance_container_group_definition_arn #=> String
resp.container_fleet.instance_connection_port_range.from_port #=> Integer
resp.container_fleet.instance_connection_port_range.to_port #=> Integer
resp.container_fleet.instance_inbound_permissions #=> Array
resp.container_fleet.instance_inbound_permissions[0].from_port #=> Integer
resp.container_fleet.instance_inbound_permissions[0].to_port #=> Integer
resp.container_fleet.instance_inbound_permissions[0].ip_range #=> String
resp.container_fleet.instance_inbound_permissions[0].protocol #=> String, one of "TCP", "UDP"
resp.container_fleet.game_server_container_groups_per_instance #=> Integer
resp.container_fleet.maximum_game_server_container_groups_per_instance #=> Integer
resp.container_fleet.instance_type #=> String
resp.container_fleet.billing_type #=> String, one of "ON_DEMAND", "SPOT"
resp.container_fleet.description #=> String
resp.container_fleet.creation_time #=> Time
resp.container_fleet.metric_groups #=> Array
resp.container_fleet.metric_groups[0] #=> String
resp.container_fleet.new_game_session_protection_policy #=> String, one of "NoProtection", "FullProtection"
resp.container_fleet.game_session_creation_limit_policy.new_game_sessions_per_creator #=> Integer
resp.container_fleet.game_session_creation_limit_policy.policy_period_in_minutes #=> Integer
resp.container_fleet.status #=> String, one of "PENDING", "CREATING", "CREATED", "ACTIVATING", "ACTIVE", "UPDATING", "DELETING"
resp.container_fleet.deployment_details.latest_deployment_id #=> String
resp.container_fleet.log_configuration.log_destination #=> String, one of "NONE", "CLOUDWATCH", "S3"
resp.container_fleet.log_configuration.s3_bucket_name #=> String
resp.container_fleet.log_configuration.log_group_arn #=> String
resp.container_fleet.location_attributes #=> Array
resp.container_fleet.location_attributes[0].location #=> String
resp.container_fleet.location_attributes[0].status #=> String, one of "PENDING", "CREATING", "CREATED", "ACTIVATING", "ACTIVE", "UPDATING", "DELETING"

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_role_arn (required, String)

    The unique identifier for an Identity and Access Management (IAM) role with permissions to run your containers on resources that are managed by Amazon GameLift. Use an IAM service role with the GameLiftContainerFleetPolicy managed policy attached. For more information, see Set up an IAM service role. You can't change this fleet property after the fleet is created.

    IAM role ARN values use the following pattern: arn:aws:iam::[Amazon Web Services account]:role/[role name].

  • :description (String)

    A meaningful description of the container fleet.

  • :game_server_container_group_definition_name (String)

    A container group definition resource that describes how to deploy containers with your game server build and support software onto each fleet instance. You can specify the container group definition's name to use the latest version. Alternatively, provide an ARN value with a specific version number.

    Create a container group definition by calling CreateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource.

  • :per_instance_container_group_definition_name (String)

    The name of a container group definition resource that describes a set of axillary software. A fleet instance has one process for executables in this container group. A per-instance container group is optional. You can update the fleet to add or remove a per-instance container group at any time. You can specify the container group definition's name to use the latest version. Alternatively, provide an ARN value with a specific version number.

    Create a container group definition by calling CreateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource.

  • :instance_connection_port_range (Types::ConnectionPortRange)

    The set of port numbers to open on each fleet instance. A fleet's connection ports map to container ports that are configured in the fleet's container group definitions.

    By default, Amazon GameLift calculates an optimal port range based on your fleet configuration. To use the calculated range, don't set this parameter. The values are:

    • Port range: 4192 to a number calculated based on your fleet configuration. Amazon GameLift uses the following formula: 4192 + [# of game server container groups per fleet instance] * [# of container ports in the game server container group definition] + [# of container ports in the game server container group definition]

    ^

    You can also choose to manually set this parameter. When manually setting this parameter, you must use port numbers that match the fleet's inbound permissions port range.

    If you set values manually, Amazon GameLift no longer calculates a port range for you, even if you later remove the manual settings.

  • :instance_inbound_permissions (Array<Types::IpPermission>)

    The IP address ranges and port settings that allow inbound traffic to access game server processes and other processes on this fleet. As a best practice, when remotely accessing a fleet instance, we recommend opening ports only when you need them and closing them when you're finished.

    By default, Amazon GameLift calculates an optimal port range based on your fleet configuration. To use the calculated range, don't set this parameter. The values are:

    • Protocol: UDP

    • Port range: 4192 to a number calculated based on your fleet configuration. Amazon GameLift uses the following formula: 4192 + [# of game server container groups per fleet instance] * [# of container ports in the game server container group definition] + [# of container ports in the game server container group definition]

    You can also choose to manually set this parameter. When manually setting this parameter, you must use port numbers that match the fleet's connection port range.

    If you set values manually, Amazon GameLift no longer calculates a port range for you, even if you later remove the manual settings.

  • :game_server_container_groups_per_instance (Integer)

    The number of times to replicate the game server container group on each fleet instance.

    By default, Amazon GameLift calculates the maximum number of game server container groups that can fit on each instance. This calculation is based on the CPU and memory resources of the fleet's instance type). To use the calculated maximum, don't set this parameter. If you set this number manually, Amazon GameLift uses your value as long as it's less than the calculated maximum.

  • :instance_type (String)

    The Amazon EC2 instance type to use for all instances in the fleet. For multi-location fleets, the instance type must be available in the home region and all remote locations. Instance type determines the computing resources and processing power that's available to host your game servers. This includes including CPU, memory, storage, and networking capacity.

    By default, Amazon GameLift selects an instance type that fits the needs of your container groups and is available in all selected fleet locations. You can also choose to manually set this parameter. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.

    You can't update this fleet property later.

  • :billing_type (String)

    Indicates whether to use On-Demand or Spot instances for this fleet. Learn more about when to use On-Demand versus Spot Instances. This fleet property can't be changed after the fleet is created.

    By default, this property is set to ON_DEMAND.

    You can't update this fleet property later.

  • :locations (Array<Types::LocationConfiguration>)

    A set of locations to deploy container fleet instances to. You can add any Amazon Web Services Region or Local Zone that's supported by Amazon GameLift. Provide a list of one or more Amazon Web Services Region codes, such as us-west-2, or Local Zone names. Also include the fleet's home Region, which is the Amazon Web Services Region where the fleet is created. For a list of supported Regions and Local Zones, see Amazon GameLift service locations for managed hosting.

  • :metric_groups (Array<String>)

    The name of an Amazon Web Services CloudWatch metric group to add this fleet to. You can use a metric group to aggregate metrics for multiple fleets. You can specify an existing metric group name or use a new name to create a new metric group. Each fleet can have only one metric group, but you can change this value at any time.

  • :new_game_session_protection_policy (String)

    Determines whether Amazon GameLift can shut down game sessions on the fleet that are actively running and hosting players. Amazon GameLift might prompt an instance shutdown when scaling down fleet capacity or when retiring unhealthy instances. You can also set game session protection for individual game sessions using UpdateGameSession.

    • NoProtection -- Game sessions can be shut down during active gameplay.

    • FullProtection -- Game sessions in ACTIVE status can't be shut down.

    By default, this property is set to NoProtection.

  • :game_session_creation_limit_policy (Types::GameSessionCreationLimitPolicy)

    A policy that limits the number of game sessions that each individual player can create on instances in this fleet. The limit applies for a specified span of time.

  • :log_configuration (Types::LogConfiguration)

    A method for collecting container logs for the fleet. Amazon GameLift saves all standard output for each container in logs, including game session logs. You can select from the following methods:

    • CLOUDWATCH -- Send logs to an Amazon CloudWatch log group that you define. Each container emits a log stream, which is organized in the log group.

    • S3 -- Store logs in an Amazon S3 bucket that you define.

    • NONE -- Don't collect container logs.

    By default, this property is set to CLOUDWATCH.

    Amazon GameLift requires permissions to send logs other Amazon Web Services services in your account. These permissions are included in the IAM fleet role for this container fleet (see FleetRoleArn).

  • :tags (Array<Types::Tag>)

    A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 1273

def create_container_fleet(params = {}, options = {})
  req = build_request(:create_container_fleet, params)
  req.send_request(options)
end

#create_container_group_definition(params = {}) ⇒ Types::CreateContainerGroupDefinitionOutput

Creates a ContainerGroupDefinition that describes a set of containers for hosting your game server with Amazon GameLift managed containers hosting. An Amazon GameLift container group is similar to a container task or pod. Use container group definitions when you create a container fleet with CreateContainerFleet.

A container group definition determines how Amazon GameLift deploys your containers to each instance in a container fleet. You can maintain multiple versions of a container group definition.

There are two types of container groups:

  • A game server container group has the containers that run your game server application and supporting software. A game server container group can have these container types:

    • Game server container. This container runs your game server. You can define one game server container in a game server container group.

    • Support container. This container runs software in parallel with your game server. You can define up to 8 support containers in a game server group. When building a game server container group definition, you can choose to bundle your game server executable and all dependent software into a single game server container. Alternatively, you can separate the software into one game server container and one or more support containers.

    On a container fleet instance, a game server container group can be deployed multiple times (depending on the compute resources of the instance). This means that all containers in the container group are replicated together.

  • A per-instance container group has containers for processes that aren't replicated on a container fleet instance. This might include background services, logging, test processes, or processes that need to persist independently of the game server container group. When building a per-instance container group, you can define up to 10 support containers.

This operation requires Identity and Access Management (IAM) permissions to access container images in Amazon ECR repositories. See IAM permissions for Amazon GameLift for help setting the appropriate permissions.

Request options

Use this operation to make the following types of requests. You can specify values for the minimum required parameters and customize optional values later.

  • Create a game server container group definition. Provide the following required parameter values:

    • Name

    • ContainerGroupType (GAME_SERVER)

    • OperatingSystem (omit to use default value)

    • TotalMemoryLimitMebibytes (omit to use default value)

    • TotalVcpuLimit(omit to use default value)

    • At least one GameServerContainerDefinition

      • ContainerName

      • ImageUrl

      • PortConfiguration

      • ServerSdkVersion (omit to use default value)

  • Create a per-instance container group definition. Provide the following required parameter values:

    • Name

    • ContainerGroupType (PER_INSTANCE)

    • OperatingSystem (omit to use default value)

    • TotalMemoryLimitMebibytes (omit to use default value)

    • TotalVcpuLimit(omit to use default value)

    • At least one SupportContainerDefinition

      • ContainerName

      • ImageUrl

Results

If successful, this request creates a ContainerGroupDefinition resource and assigns a unique ARN value. You can update most properties of a container group definition by calling UpdateContainerGroupDefinition, and optionally save the update as a new version.

Examples:

Request syntax with placeholder values


resp = client.create_container_group_definition({
  name: "ContainerGroupDefinitionName", # required
  container_group_type: "GAME_SERVER", # accepts GAME_SERVER, PER_INSTANCE
  total_memory_limit_mebibytes: 1, # required
  total_vcpu_limit: 1.0, # required
  game_server_container_definition: {
    container_name: "NonZeroAnd128MaxAsciiString", # required
    depends_on: [
      {
        container_name: "NonZeroAnd128MaxAsciiString", # required
        condition: "START", # required, accepts START, COMPLETE, SUCCESS, HEALTHY
      },
    ],
    mount_points: [
      {
        instance_path: "InstancePathString", # required
        container_path: "ContainerPathString",
        access_level: "READ_ONLY", # accepts READ_ONLY, READ_AND_WRITE
      },
    ],
    environment_override: [
      {
        name: "NonZeroAnd255MaxString", # required
        value: "NonZeroAnd255MaxString", # required
      },
    ],
    image_uri: "ImageUriString", # required
    port_configuration: { # required
      container_port_ranges: [ # required
        {
          from_port: 1, # required
          to_port: 1, # required
          protocol: "TCP", # required, accepts TCP, UDP
        },
      ],
    },
    server_sdk_version: "ServerSdkVersion", # required
  },
  support_container_definitions: [
    {
      container_name: "NonZeroAnd128MaxAsciiString", # required
      depends_on: [
        {
          container_name: "NonZeroAnd128MaxAsciiString", # required
          condition: "START", # required, accepts START, COMPLETE, SUCCESS, HEALTHY
        },
      ],
      mount_points: [
        {
          instance_path: "InstancePathString", # required
          container_path: "ContainerPathString",
          access_level: "READ_ONLY", # accepts READ_ONLY, READ_AND_WRITE
        },
      ],
      environment_override: [
        {
          name: "NonZeroAnd255MaxString", # required
          value: "NonZeroAnd255MaxString", # required
        },
      ],
      essential: false,
      health_check: {
        command: ["NonZeroAnd255MaxString"], # required
        interval: 1,
        retries: 1,
        start_period: 1,
        timeout: 1,
      },
      image_uri: "ImageUriString", # required
      memory_hard_limit_mebibytes: 1,
      port_configuration: {
        container_port_ranges: [ # required
          {
            from_port: 1, # required
            to_port: 1, # required
            protocol: "TCP", # required, accepts TCP, UDP
          },
        ],
      },
      vcpu: 1.0,
    },
  ],
  operating_system: "AMAZON_LINUX_2023", # required, accepts AMAZON_LINUX_2023
  version_description: "NonZeroAndMaxString",
  tags: [
    {
      key: "TagKey", # required
      value: "TagValue", # required
    },
  ],
})

Response structure


resp.container_group_definition.container_group_definition_arn #=> String
resp.container_group_definition.creation_time #=> Time
resp.container_group_definition.operating_system #=> String, one of "AMAZON_LINUX_2023"
resp.container_group_definition.name #=> String
resp.container_group_definition.container_group_type #=> String, one of "GAME_SERVER", "PER_INSTANCE"
resp.container_group_definition.total_memory_limit_mebibytes #=> Integer
resp.container_group_definition.total_vcpu_limit #=> Float
resp.container_group_definition.game_server_container_definition.container_name #=> String
resp.container_group_definition.game_server_container_definition.depends_on #=> Array
resp.container_group_definition.game_server_container_definition.depends_on[0].container_name #=> String
resp.container_group_definition.game_server_container_definition.depends_on[0].condition #=> String, one of "START", "COMPLETE", "SUCCESS", "HEALTHY"
resp.container_group_definition.game_server_container_definition.mount_points #=> Array
resp.container_group_definition.game_server_container_definition.mount_points[0].instance_path #=> String
resp.container_group_definition.game_server_container_definition.mount_points[0].container_path #=> String
resp.container_group_definition.game_server_container_definition.mount_points[0].access_level #=> String, one of "READ_ONLY", "READ_AND_WRITE"
resp.container_group_definition.game_server_container_definition.environment_override #=> Array
resp.container_group_definition.game_server_container_definition.environment_override[0].name #=> String
resp.container_group_definition.game_server_container_definition.environment_override[0].value #=> String
resp.container_group_definition.game_server_container_definition.image_uri #=> String
resp.container_group_definition.game_server_container_definition.port_configuration.container_port_ranges #=> Array
resp.container_group_definition.game_server_container_definition.port_configuration.container_port_ranges[0].from_port #=> Integer
resp.container_group_definition.game_server_container_definition.port_configuration.container_port_ranges[0].to_port #=> Integer
resp.container_group_definition.game_server_container_definition.port_configuration.container_port_ranges[0].protocol #=> String, one of "TCP", "UDP"
resp.container_group_definition.game_server_container_definition.resolved_image_digest #=> String
resp.container_group_definition.game_server_container_definition.server_sdk_version #=> String
resp.container_group_definition.support_container_definitions #=> Array
resp.container_group_definition.support_container_definitions[0].container_name #=> String
resp.container_group_definition.support_container_definitions[0].depends_on #=> Array
resp.container_group_definition.support_container_definitions[0].depends_on[0].container_name #=> String
resp.container_group_definition.support_container_definitions[0].depends_on[0].condition #=> String, one of "START", "COMPLETE", "SUCCESS", "HEALTHY"
resp.container_group_definition.support_container_definitions[0].mount_points #=> Array
resp.container_group_definition.support_container_definitions[0].mount_points[0].instance_path #=> String
resp.container_group_definition.support_container_definitions[0].mount_points[0].container_path #=> String
resp.container_group_definition.support_container_definitions[0].mount_points[0].access_level #=> String, one of "READ_ONLY", "READ_AND_WRITE"
resp.container_group_definition.support_container_definitions[0].environment_override #=> Array
resp.container_group_definition.support_container_definitions[0].environment_override[0].name #=> String
resp.container_group_definition.support_container_definitions[0].environment_override[0].value #=> String
resp.container_group_definition.support_container_definitions[0].essential #=> Boolean
resp.container_group_definition.support_container_definitions[0].health_check.command #=> Array
resp.container_group_definition.support_container_definitions[0].health_check.command[0] #=> String
resp.container_group_definition.support_container_definitions[0].health_check.interval #=> Integer
resp.container_group_definition.support_container_definitions[0].health_check.retries #=> Integer
resp.container_group_definition.support_container_definitions[0].health_check.start_period #=> Integer
resp.container_group_definition.support_container_definitions[0].health_check.timeout #=> Integer
resp.container_group_definition.support_container_definitions[0].image_uri #=> String
resp.container_group_definition.support_container_definitions[0].memory_hard_limit_mebibytes #=> Integer
resp.container_group_definition.support_container_definitions[0].port_configuration.container_port_ranges #=> Array
resp.container_group_definition.support_container_definitions[0].port_configuration.container_port_ranges[0].from_port #=> Integer
resp.container_group_definition.support_container_definitions[0].port_configuration.container_port_ranges[0].to_port #=> Integer
resp.container_group_definition.support_container_definitions[0].port_configuration.container_port_ranges[0].protocol #=> String, one of "TCP", "UDP"
resp.container_group_definition.support_container_definitions[0].resolved_image_digest #=> String
resp.container_group_definition.support_container_definitions[0].vcpu #=> Float
resp.container_group_definition.version_number #=> Integer
resp.container_group_definition.version_description #=> String
resp.container_group_definition.status #=> String, one of "READY", "COPYING", "FAILED"
resp.container_group_definition.status_reason #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :name (required, String)

    A descriptive identifier for the container group definition. The name value must be unique in an Amazon Web Services Region.

  • :container_group_type (String)

    The type of container group being defined. Container group type determines how Amazon GameLift deploys the container group on each fleet instance.

    Default value: GAME_SERVER

  • :total_memory_limit_mebibytes (required, Integer)

    The maximum amount of memory (in MiB) to allocate to the container group. All containers in the group share this memory. If you specify memory limits for an individual container, the total value must be greater than any individual container's memory limit.

    Default value: 1024

  • :total_vcpu_limit (required, Float)

    The maximum amount of vCPU units to allocate to the container group (1 vCPU is equal to 1024 CPU units). All containers in the group share this memory. If you specify vCPU limits for individual containers, the total value must be equal to or greater than the sum of the CPU limits for all containers in the group.

    Default value: 1

  • :game_server_container_definition (Types::GameServerContainerDefinitionInput)

    The definition for the game server container in this group. Define a game server container only when the container group type is GAME_SERVER. Game server containers specify a container image with your game server build. You can pass in your container definitions as a JSON file.

  • :support_container_definitions (Array<Types::SupportContainerDefinitionInput>)

    One or more definition for support containers in this group. You can define a support container in any type of container group. You can pass in your container definitions as a JSON file.

  • :operating_system (required, String)

    The platform that all containers in the group use. Containers in a group must run on the same operating system.

    Default value: AMAZON_LINUX_2023

    Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.

  • :version_description (String)

    A description for the initial version of this container group definition.

  • :tags (Array<Types::Tag>)

    A list of labels to assign to the container group definition resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 1621

def create_container_group_definition(params = {}, options = {})
  req = build_request(:create_container_group_definition, params)
  req.send_request(options)
end

#create_fleet(params = {}) ⇒ Types::CreateFleetOutput

Creates a fleet of compute resources to host your game servers. Use this operation to set up the following types of fleets based on compute type:

Managed EC2 fleet

An EC2 fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances. Your game server build is deployed to each fleet instance. Amazon GameLift manages the fleet's instances and controls the lifecycle of game server processes, which host game sessions for players. EC2 fleets can have instances in multiple locations. Each instance in the fleet is designated a Compute.

To create an EC2 fleet, provide these required parameters:

  • Either BuildId or ScriptId

  • ComputeType set to EC2 (the default value)

  • EC2InboundPermissions

  • EC2InstanceType

  • FleetType

  • Name

  • RuntimeConfiguration with at least one ServerProcesses configuration

If successful, this operation creates a new fleet resource and places it in NEW status while Amazon GameLift initiates the fleet creation workflow. To debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create a 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.

When the fleet status is ACTIVE, you can adjust capacity settings and turn autoscaling on/off for each location.

Anywhere fleet

An Anywhere fleet represents compute resources that are not owned or managed by Amazon GameLift. You might create an Anywhere fleet with your local machine for testing, or use one to host game servers with on-premises hardware or other game hosting solutions.

To create an Anywhere fleet, provide these required parameters:

  • ComputeType set to ANYWHERE

  • Locations specifying a custom location

  • Name

If successful, this operation creates a new fleet resource and places it in ACTIVE status. You can register computes with a fleet in ACTIVE status.

Learn more

Setting up fleets

Debug fleet creation issues

Multi-location fleets

Examples:

Request syntax with placeholder values


resp = client.create_fleet({
  name: "NonZeroAndMaxString", # required
  description: "NonZeroAndMaxString",
  build_id: "BuildIdOrArn",
  script_id: "ScriptIdOrArn",
  server_launch_path: "LaunchPathStringModel",
  server_launch_parameters: "LaunchParametersStringModel",
  log_paths: ["NonZeroAndMaxString"],
  ec2_instance_type: "t2.micro", # accepts t2.micro, t2.small, t2.medium, t2.large, c3.large, c3.xlarge, c3.2xlarge, c3.4xlarge, c3.8xlarge, c4.large, c4.xlarge, c4.2xlarge, c4.4xlarge, c4.8xlarge, c5.large, c5.xlarge, c5.2xlarge, c5.4xlarge, c5.9xlarge, c5.12xlarge, c5.18xlarge, c5.24xlarge, c5a.large, c5a.xlarge, c5a.2xlarge, c5a.4xlarge, c5a.8xlarge, c5a.12xlarge, c5a.16xlarge, c5a.24xlarge, r3.large, r3.xlarge, r3.2xlarge, r3.4xlarge, r3.8xlarge, r4.large, r4.xlarge, r4.2xlarge, r4.4xlarge, r4.8xlarge, r4.16xlarge, r5.large, r5.xlarge, r5.2xlarge, r5.4xlarge, r5.8xlarge, r5.12xlarge, r5.16xlarge, r5.24xlarge, r5a.large, r5a.xlarge, r5a.2xlarge, r5a.4xlarge, r5a.8xlarge, r5a.12xlarge, r5a.16xlarge, r5a.24xlarge, m3.medium, m3.large, m3.xlarge, m3.2xlarge, m4.large, m4.xlarge, m4.2xlarge, m4.4xlarge, m4.10xlarge, m5.large, m5.xlarge, m5.2xlarge, m5.4xlarge, m5.8xlarge, m5.12xlarge, m5.16xlarge, m5.24xlarge, m5a.large, m5a.xlarge, m5a.2xlarge, m5a.4xlarge, m5a.8xlarge, m5a.12xlarge, m5a.16xlarge, m5a.24xlarge, c5d.large, c5d.xlarge, c5d.2xlarge, c5d.4xlarge, c5d.9xlarge, c5d.12xlarge, c5d.18xlarge, c5d.24xlarge, c6a.large, c6a.xlarge, c6a.2xlarge, c6a.4xlarge, c6a.8xlarge, c6a.12xlarge, c6a.16xlarge, c6a.24xlarge, c6i.large, c6i.xlarge, c6i.2xlarge, c6i.4xlarge, c6i.8xlarge, c6i.12xlarge, c6i.16xlarge, c6i.24xlarge, r5d.large, r5d.xlarge, r5d.2xlarge, r5d.4xlarge, r5d.8xlarge, r5d.12xlarge, r5d.16xlarge, r5d.24xlarge, m6g.medium, m6g.large, m6g.xlarge, m6g.2xlarge, m6g.4xlarge, m6g.8xlarge, m6g.12xlarge, m6g.16xlarge, c6g.medium, c6g.large, c6g.xlarge, c6g.2xlarge, c6g.4xlarge, c6g.8xlarge, c6g.12xlarge, c6g.16xlarge, r6g.medium, r6g.large, r6g.xlarge, r6g.2xlarge, r6g.4xlarge, r6g.8xlarge, r6g.12xlarge, r6g.16xlarge, c6gn.medium, c6gn.large, c6gn.xlarge, c6gn.2xlarge, c6gn.4xlarge, c6gn.8xlarge, c6gn.12xlarge, c6gn.16xlarge, c7g.medium, c7g.large, c7g.xlarge, c7g.2xlarge, c7g.4xlarge, c7g.8xlarge, c7g.12xlarge, c7g.16xlarge, r7g.medium, r7g.large, r7g.xlarge, r7g.2xlarge, r7g.4xlarge, r7g.8xlarge, r7g.12xlarge, r7g.16xlarge, m7g.medium, m7g.large, m7g.xlarge, m7g.2xlarge, m7g.4xlarge, m7g.8xlarge, m7g.12xlarge, m7g.16xlarge, g5g.xlarge, g5g.2xlarge, g5g.4xlarge, g5g.8xlarge, g5g.16xlarge
  ec2_inbound_permissions: [
    {
      from_port: 1, # required
      to_port: 1, # required
      ip_range: "IpRange", # required
      protocol: "TCP", # required, accepts TCP, UDP
    },
  ],
  new_game_session_protection_policy: "NoProtection", # accepts NoProtection, FullProtection
  runtime_configuration: {
    server_processes: [
      {
        launch_path: "LaunchPathStringModel", # required
        parameters: "LaunchParametersStringModel",
        concurrent_executions: 1, # required
      },
    ],
    max_concurrent_game_session_activations: 1,
    game_session_activation_timeout_seconds: 1,
  },
  resource_creation_limit_policy: {
    new_game_sessions_per_creator: 1,
    policy_period_in_minutes: 1,
  },
  metric_groups: ["MetricGroup"],
  peer_vpc_aws_account_id: "NonZeroAndMaxString",
  peer_vpc_id: "NonZeroAndMaxString",
  fleet_type: "ON_DEMAND", # accepts ON_DEMAND, SPOT
  instance_role_arn: "NonEmptyString",
  certificate_configuration: {
    certificate_type: "DISABLED", # required, accepts DISABLED, GENERATED
  },
  locations: [
    {
      location: "LocationStringModel", # required
    },
  ],
  tags: [
    {
      key: "TagKey", # required
      value: "TagValue", # required
    },
  ],
  compute_type: "EC2", # accepts EC2, ANYWHERE
  anywhere_configuration: {
    cost: "NonNegativeLimitedLengthDouble", # required
  },
  instance_role_credentials_provider: "SHARED_CREDENTIAL_FILE", # accepts SHARED_CREDENTIAL_FILE
})

Response structure


resp.fleet_attributes.fleet_id #=> String
resp.fleet_attributes.fleet_arn #=> String
resp.fleet_attributes.fleet_type #=> String, one of "ON_DEMAND", "SPOT"
resp.fleet_attributes.instance_type #=> String, one of "t2.micro", "t2.small", "t2.medium", "t2.large", "c3.large", "c3.xlarge", "c3.2xlarge", "c3.4xlarge", "c3.8xlarge", "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r3.large", "r3.xlarge", "r3.2xlarge", "r3.4xlarge", "r3.8xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m3.medium", "m3.large", "m3.xlarge", "m3.2xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge", "c5d.large", "c5d.xlarge", "c5d.2xlarge", "c5d.4xlarge", "c5d.9xlarge", "c5d.12xlarge", "c5d.18xlarge", "c5d.24xlarge", "c6a.large", "c6a.xlarge", "c6a.2xlarge", "c6a.4xlarge", "c6a.8xlarge", "c6a.12xlarge", "c6a.16xlarge", "c6a.24xlarge", "c6i.large", "c6i.xlarge", "c6i.2xlarge", "c6i.4xlarge", "c6i.8xlarge", "c6i.12xlarge", "c6i.16xlarge", "c6i.24xlarge", "r5d.large", "r5d.xlarge", "r5d.2xlarge", "r5d.4xlarge", "r5d.8xlarge", "r5d.12xlarge", "r5d.16xlarge", "r5d.24xlarge", "m6g.medium", "m6g.large", "m6g.xlarge", "m6g.2xlarge", "m6g.4xlarge", "m6g.8xlarge", "m6g.12xlarge", "m6g.16xlarge", "c6g.medium", "c6g.large", "c6g.xlarge", "c6g.2xlarge", "c6g.4xlarge", "c6g.8xlarge", "c6g.12xlarge", "c6g.16xlarge", "r6g.medium", "r6g.large", "r6g.xlarge", "r6g.2xlarge", "r6g.4xlarge", "r6g.8xlarge", "r6g.12xlarge", "r6g.16xlarge", "c6gn.medium", "c6gn.large", "c6gn.xlarge", "c6gn.2xlarge", "c6gn.4xlarge", "c6gn.8xlarge", "c6gn.12xlarge", "c6gn.16xlarge", "c7g.medium", "c7g.large", "c7g.xlarge", "c7g.2xlarge", "c7g.4xlarge", "c7g.8xlarge", "c7g.12xlarge", "c7g.16xlarge", "r7g.medium", "r7g.large", "r7g.xlarge", "r7g.2xlarge", "r7g.4xlarge", "r7g.8xlarge", "r7g.12xlarge", "r7g.16xlarge", "m7g.medium", "m7g.large", "m7g.xlarge", "m7g.2xlarge", "m7g.4xlarge", "m7g.8xlarge", "m7g.12xlarge", "m7g.16xlarge", "g5g.xlarge", "g5g.2xlarge", "g5g.4xlarge", "g5g.8xlarge", "g5g.16xlarge"
resp.fleet_attributes.description #=> String
resp.fleet_attributes.name #=> String
resp.fleet_attributes.creation_time #=> Time
resp.fleet_attributes.termination_time #=> Time
resp.fleet_attributes.status #=> String, one of "NEW", "DOWNLOADING", "VALIDATING", "BUILDING", "ACTIVATING", "ACTIVE", "DELETING", "ERROR", "TERMINATED", "NOT_FOUND"
resp.fleet_attributes.build_id #=> String
resp.fleet_attributes.build_arn #=> String
resp.fleet_attributes.script_id #=> String
resp.fleet_attributes.script_arn #=> String
resp.fleet_attributes.server_launch_path #=> String
resp.fleet_attributes.server_launch_parameters #=> String
resp.fleet_attributes.log_paths #=> Array
resp.fleet_attributes.log_paths[0] #=> String
resp.fleet_attributes.new_game_session_protection_policy #=> String, one of "NoProtection", "FullProtection"
resp.fleet_attributes.operating_system #=> String, one of "WINDOWS_2012", "AMAZON_LINUX", "AMAZON_LINUX_2", "WINDOWS_2016", "AMAZON_LINUX_2023"
resp.fleet_attributes.resource_creation_limit_policy.new_game_sessions_per_creator #=> Integer
resp.fleet_attributes.resource_creation_limit_policy.policy_period_in_minutes #=> Integer
resp.fleet_attributes.metric_groups #=> Array
resp.fleet_attributes.metric_groups[0] #=> String
resp.fleet_attributes.stopped_actions #=> Array
resp.fleet_attributes.stopped_actions[0] #=> String, one of "AUTO_SCALING"
resp.fleet_attributes.instance_role_arn #=> String
resp.fleet_attributes.certificate_configuration.certificate_type #=> String, one of "DISABLED", "GENERATED"
resp.fleet_attributes.compute_type #=> String, one of "EC2", "ANYWHERE"
resp.fleet_attributes.anywhere_configuration.cost #=> String
resp.fleet_attributes.instance_role_credentials_provider #=> String, one of "SHARED_CREDENTIAL_FILE"
resp.location_states #=> Array
resp.location_states[0].location #=> String
resp.location_states[0].status #=> String, one of "NEW", "DOWNLOADING", "VALIDATING", "BUILDING", "ACTIVATING", "ACTIVE", "DELETING", "ERROR", "TERMINATED", "NOT_FOUND"

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :name (required, String)

    A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

  • :description (String)

    A description for the fleet.

  • :build_id (String)

    The unique identifier for a custom game server build to be deployed to a fleet with compute type EC2. You can use either the build ID or ARN. The build must be uploaded to Amazon GameLift and in READY status. This fleet property can't be changed after the fleet is created.

  • :script_id (String)

    The unique identifier for a Realtime configuration script to be deployed to a fleet with compute type EC2. You can use either the script ID or ARN. Scripts must be uploaded to Amazon GameLift prior to creating the fleet. This fleet property can't be changed after the fleet is created.

  • :server_launch_path (String)

    This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

  • :server_launch_parameters (String)

    This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

  • :log_paths (Array<String>)

    This parameter is no longer used. To specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API ProcessReady() and specify one or more directory paths in logParameters. For more information, see Initialize the server process in the Amazon GameLift Developer Guide.

  • :ec2_instance_type (String)

    The Amazon GameLift-supported Amazon EC2 instance type to use with managed EC2 fleets. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.

  • :ec2_inbound_permissions (Array<Types::IpPermission>)

    The IP address ranges and port settings that allow inbound traffic to access game server processes and other processes on this fleet. Set this parameter for managed EC2 fleets. You can leave this parameter empty when creating the fleet, but you must call UpdateFleetPortSettings to set it before players can connect to game sessions. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges.

  • :new_game_session_protection_policy (String)

    The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection. You can also set game session protection for an individual game session by calling UpdateGameSession.

    • NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.

    • FullProtection - Game sessions in ACTIVE status cannot be terminated during a scale-down event.

  • :runtime_configuration (Types::RuntimeConfiguration)

    Instructions for how to launch and run server processes on the fleet. Set runtime configuration for managed EC2 fleets. For an Anywhere fleets, set this parameter only if the fleet is running the Amazon GameLift Agent. The runtime configuration defines one or more server process configurations. Each server process identifies a game executable or Realtime script file and the number of processes to run concurrently.

    This parameter replaces the parameters ServerLaunchPath and ServerLaunchParameters, which are still supported for backward compatibility.

  • :resource_creation_limit_policy (Types::ResourceCreationLimitPolicy)

    A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.

  • :metric_groups (Array<String>)

    The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

  • :peer_vpc_aws_account_id (String)

    Used when peering your Amazon GameLift fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings.

  • :peer_vpc_id (String)

    A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

  • :fleet_type (String)

    Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND. Learn more about when to use On-Demand versus Spot Instances. This fleet property can't be changed after the fleet is created.

  • :instance_role_arn (String)

    A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This fleet property can't be changed after the fleet is created.

  • :certificate_configuration (Types::CertificateConfiguration)

    Prompts Amazon GameLift to generate a TLS/SSL certificate for the fleet. Amazon GameLift uses the certificates to encrypt traffic between game clients and the game servers running on Amazon GameLift. By default, the CertificateConfiguration is DISABLED. You can't change this property after you create the fleet.

    Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition.

    ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see Supported Regions in the Certificate Manager User Guide.

  • :locations (Array<Types::LocationConfiguration>)

    A set of remote locations to deploy additional instances to and manage as a multi-location fleet. Use this parameter when creating a fleet in Amazon Web Services Regions that support multiple locations. You can add any Amazon Web Services Region or Local Zone that's supported by Amazon GameLift. Provide a list of one or more Amazon Web Services Region codes, such as us-west-2, or Local Zone names. When using this parameter, Amazon GameLift requires you to include your home location in the request. For a list of supported Regions and Local Zones, see Amazon GameLift service locations for managed hosting.

  • :tags (Array<Types::Tag>)

    A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

  • :compute_type (String)

    The type of compute resource used to host your game servers.

    • EC2 – The game server build is deployed to Amazon EC2 instances for cloud hosting. This is the default setting.

    • ANYWHERE – Your game server and supporting software is deployed to compute resources that are provided and managed by you. With this compute type, you can also set the AnywhereConfiguration parameter.

  • :anywhere_configuration (Types::AnywhereConfiguration)

    Amazon GameLift Anywhere configuration options.

  • :instance_role_credentials_provider (String)

    Prompts Amazon GameLift to generate a shared credentials file for the IAM role that's defined in InstanceRoleArn. The shared credentials file is stored on each fleet instance and refreshed as needed. Use shared credentials for applications that are deployed along with the game server executable, if the game server is integrated with server SDK version 5.x. For more information about using shared credentials, see Communicate with other Amazon Web Services resources from your fleets.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2036

def create_fleet(params = {}, options = {})
  req = build_request(:create_fleet, params)
  req.send_request(options)
end

#create_fleet_locations(params = {}) ⇒ Types::CreateFleetLocationsOutput

Adds remote locations to a managed EC2 fleet or managed container fleet and begins populating the new locations with instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings.

You can't add remote locations to a fleet that resides in an Amazon Web Services Region that doesn't support multiple locations. Fleets created prior to March 2021 can't support multiple locations.

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

Setting up fleets

Update fleet locations

Amazon GameLift service locations for managed hosting.

Examples:

Request syntax with placeholder values


resp = client.create_fleet_locations({
  fleet_id: "FleetIdOrArn", # required
  locations: [ # required
    {
      location: "LocationStringModel", # required
    },
  ],
})

Response structure


resp.fleet_id #=> String
resp.fleet_arn #=> String
resp.location_states #=> Array
resp.location_states[0].location #=> String
resp.location_states[0].status #=> String, one of "NEW", "DOWNLOADING", "VALIDATING", "BUILDING", "ACTIVATING", "ACTIVE", "DELETING", "ERROR", "TERMINATED", "NOT_FOUND"

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (required, String)

    A unique identifier for the fleet to add locations to. You can use either the fleet ID or ARN value.

  • :locations (required, Array<Types::LocationConfiguration>)

    A list of locations to deploy additional instances to and manage as part of the fleet. You can add any Amazon GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as us-west-2.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2115

def create_fleet_locations(params = {}, options = {})
  req = build_request(:create_fleet_locations, params)
  req.send_request(options)
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

Amazon GameLift FleetIQ Guide

Examples:

Request syntax with placeholder values


resp = client.create_game_server_group({
  game_server_group_name: "GameServerGroupName", # required
  role_arn: "IamRoleArn", # required
  min_size: 1, # required
  max_size: 1, # required
  launch_template: { # required
    launch_template_id: "LaunchTemplateId",
    launch_template_name: "LaunchTemplateName",
    version: "LaunchTemplateVersion",
  },
  instance_definitions: [ # required
    {
      instance_type: "c4.large", # required, accepts c4.large, c4.xlarge, c4.2xlarge, c4.4xlarge, c4.8xlarge, c5.large, c5.xlarge, c5.2xlarge, c5.4xlarge, c5.9xlarge, c5.12xlarge, c5.18xlarge, c5.24xlarge, c5a.large, c5a.xlarge, c5a.2xlarge, c5a.4xlarge, c5a.8xlarge, c5a.12xlarge, c5a.16xlarge, c5a.24xlarge, c6g.medium, c6g.large, c6g.xlarge, c6g.2xlarge, c6g.4xlarge, c6g.8xlarge, c6g.12xlarge, c6g.16xlarge, r4.large, r4.xlarge, r4.2xlarge, r4.4xlarge, r4.8xlarge, r4.16xlarge, r5.large, r5.xlarge, r5.2xlarge, r5.4xlarge, r5.8xlarge, r5.12xlarge, r5.16xlarge, r5.24xlarge, r5a.large, r5a.xlarge, r5a.2xlarge, r5a.4xlarge, r5a.8xlarge, r5a.12xlarge, r5a.16xlarge, r5a.24xlarge, r6g.medium, r6g.large, r6g.xlarge, r6g.2xlarge, r6g.4xlarge, r6g.8xlarge, r6g.12xlarge, r6g.16xlarge, m4.large, m4.xlarge, m4.2xlarge, m4.4xlarge, m4.10xlarge, m5.large, m5.xlarge, m5.2xlarge, m5.4xlarge, m5.8xlarge, m5.12xlarge, m5.16xlarge, m5.24xlarge, m5a.large, m5a.xlarge, m5a.2xlarge, m5a.4xlarge, m5a.8xlarge, m5a.12xlarge, m5a.16xlarge, m5a.24xlarge, m6g.medium, m6g.large, m6g.xlarge, m6g.2xlarge, m6g.4xlarge, m6g.8xlarge, m6g.12xlarge, m6g.16xlarge
      weighted_capacity: "WeightedCapacity",
    },
  ],
  auto_scaling_policy: {
    estimated_instance_warmup: 1,
    target_tracking_configuration: { # required
      target_value: 1.0, # required
    },
  },
  balancing_strategy: "SPOT_ONLY", # accepts SPOT_ONLY, SPOT_PREFERRED, ON_DEMAND_ONLY
  game_server_protection_policy: "NO_PROTECTION", # accepts NO_PROTECTION, FULL_PROTECTION
  vpc_subnets: ["VpcSubnet"],
  tags: [
    {
      key: "TagKey", # required
      value: "TagValue", # required
    },
  ],
})

Response structure


resp.game_server_group.game_server_group_name #=> String
resp.game_server_group.game_server_group_arn #=> String
resp.game_server_group.role_arn #=> String
resp.game_server_group.instance_definitions #=> Array
resp.game_server_group.instance_definitions[0].instance_type #=> String, one of "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "c6g.medium", "c6g.large", "c6g.xlarge", "c6g.2xlarge", "c6g.4xlarge", "c6g.8xlarge", "c6g.12xlarge", "c6g.16xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "r6g.medium", "r6g.large", "r6g.xlarge", "r6g.2xlarge", "r6g.4xlarge", "r6g.8xlarge", "r6g.12xlarge", "r6g.16xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge", "m6g.medium", "m6g.large", "m6g.xlarge", "m6g.2xlarge", "m6g.4xlarge", "m6g.8xlarge", "m6g.12xlarge", "m6g.16xlarge"
resp.game_server_group.instance_definitions[0].weighted_capacity #=> String
resp.game_server_group.balancing_strategy #=> String, one of "SPOT_ONLY", "SPOT_PREFERRED", "ON_DEMAND_ONLY"
resp.game_server_group.game_server_protection_policy #=> String, one of "NO_PROTECTION", "FULL_PROTECTION"
resp.game_server_group.auto_scaling_group_arn #=> String
resp.game_server_group.status #=> String, one of "NEW", "ACTIVATING", "ACTIVE", "DELETE_SCHEDULED", "DELETING", "DELETED", "ERROR"
resp.game_server_group.status_reason #=> String
resp.game_server_group.suspended_actions #=> Array
resp.game_server_group.suspended_actions[0] #=> String, one of "REPLACE_INSTANCE_TYPES"
resp.game_server_group.creation_time #=> Time
resp.game_server_group.last_updated_time #=> Time

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :game_server_group_name (required, String)

    An identifier for the new game server group. This value is used to generate unique ARN identifiers for the Amazon EC2 Auto Scaling group and the Amazon GameLift FleetIQ game server group. The name must be unique per Region per Amazon Web Services account.

  • :role_arn (required, String)

    The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.

  • :min_size (required, Integer)

    The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon GameLift FleetIQ and Amazon EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

  • :max_size (required, Integer)

    The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon GameLift FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

  • :launch_template (required, Types::LaunchTemplateSpecification)

    The Amazon EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute Cloud Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

    If you specify network interfaces in your launch template, you must explicitly set the property AssociatePublicIpAddress to "true". If no network interface is specified in the launch template, Amazon GameLift FleetIQ uses your account's default VPC.

  • :instance_definitions (required, Array<Types::InstanceDefinition>)

    The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by Amazon GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon Elastic Compute Cloud User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

  • :auto_scaling_policy (Types::GameServerGroupAutoScalingPolicy)

    Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

  • :balancing_strategy (String)

    Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

    • SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.

    • SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.

    • ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.

  • :game_server_protection_policy (String)

    A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is set to NO_PROTECTION by default.

  • :vpc_subnets (Array<String>)

    A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all Amazon GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly.

  • :tags (Array<Types::Tag>)

    A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources is useful for resource management, access management, and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2361

def create_game_server_group(params = {}, options = {})
  req = build_request(:create_game_server_group, params)
  req.send_request(options)
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

Start a game session

All APIs by task

Examples:

Request syntax with placeholder values


resp = client.create_game_session({
  fleet_id: "FleetIdOrArn",
  alias_id: "AliasIdOrArn",
  maximum_player_session_count: 1, # required
  name: "NonZeroAndMaxString",
  game_properties: [
    {
      key: "GamePropertyKey", # required
      value: "GamePropertyValue", # required
    },
  ],
  creator_id: "NonZeroAndMaxString",
  game_session_id: "IdStringModel",
  idempotency_token: "IdStringModel",
  game_session_data: "LargeGameSessionData",
  location: "LocationStringModel",
})

Response structure


resp.game_session.game_session_id #=> String
resp.game_session.name #=> String
resp.game_session.fleet_id #=> String
resp.game_session.fleet_arn #=> String
resp.game_session.creation_time #=> Time
resp.game_session.termination_time #=> Time
resp.game_session.current_player_session_count #=> Integer
resp.game_session.maximum_player_session_count #=> Integer
resp.game_session.status #=> String, one of "ACTIVE", "ACTIVATING", "TERMINATED", "TERMINATING", "ERROR"
resp.game_session.status_reason #=> String, one of "INTERRUPTED"
resp.game_session.game_properties #=> Array
resp.game_session.game_properties[0].key #=> String
resp.game_session.game_properties[0].value #=> String
resp.game_session.ip_address #=> String
resp.game_session.dns_name #=> String
resp.game_session.port #=> Integer
resp.game_session.player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL"
resp.game_session.creator_id #=> String
resp.game_session.game_session_data #=> String
resp.game_session.matchmaker_data #=> String
resp.game_session.location #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (String)

    A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

  • :alias_id (String)

    A unique identifier for the alias associated with the fleet to create a game session in. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

  • :maximum_player_session_count (required, Integer)

    The maximum number of players that can be connected simultaneously to the game session.

  • :name (String)

    A descriptive label that is associated with a game session. Session names do not need to be unique.

  • :game_properties (Array<Types::GameProperty>)

    A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. For an example, see Create a game session with custom properties.

  • :creator_id (String)

    A unique identifier for a player or entity creating the game session.

    If you add a resource creation limit policy to a fleet, the CreateGameSession operation requires a CreatorId. Amazon GameLift limits the number of game session creation requests with the same CreatorId in a specified time period.

    If you your fleet doesn't have a resource creation limit policy and you provide a CreatorId in your CreateGameSession requests, Amazon GameLift limits requests to one request per CreatorId per second.

    To not limit CreateGameSession requests with the same CreatorId, don't provide a CreatorId in your CreateGameSession request.

  • :game_session_id (String)

    This parameter is deprecated. Use IdempotencyToken instead.

    Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID.

  • :idempotency_token (String)

    Custom string that uniquely identifies the new game session request. This is useful for ensuring that game session requests with the same idempotency token are processed only once. Subsequent requests with the same string return the original GameSession object, with an updated status. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>. Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.

  • :game_session_data (String)

    A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session.

  • :location (String)

    A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as us-west-2. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere fleet's custom location.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2551

def create_game_session(params = {}, options = {})
  req = build_request(:create_game_session, params)
  req.send_request(options)
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

Design a game session queue

Create a game session queue

Related actions

CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task

Examples:

Request syntax with placeholder values


resp = client.create_game_session_queue({
  name: "GameSessionQueueName", # required
  timeout_in_seconds: 1,
  player_latency_policies: [
    {
      maximum_individual_player_latency_milliseconds: 1,
      policy_duration_seconds: 1,
    },
  ],
  destinations: [
    {
      destination_arn: "ArnStringModel",
    },
  ],
  filter_configuration: {
    allowed_locations: ["LocationStringModel"],
  },
  priority_configuration: {
    priority_order: ["LATENCY"], # accepts LATENCY, COST, DESTINATION, LOCATION
    location_order: ["LocationStringModel"],
  },
  custom_event_data: "QueueCustomEventData",
  notification_target: "QueueSnsArnStringModel",
  tags: [
    {
      key: "TagKey", # required
      value: "TagValue", # required
    },
  ],
})

Response structure


resp.game_session_queue.name #=> String
resp.game_session_queue.game_session_queue_arn #=> String
resp.game_session_queue.timeout_in_seconds #=> Integer
resp.game_session_queue.player_latency_policies #=> Array
resp.game_session_queue.player_latency_policies[0].maximum_individual_player_latency_milliseconds #=> Integer
resp.game_session_queue.player_latency_policies[0].policy_duration_seconds #=> Integer
resp.game_session_queue.destinations #=> Array
resp.game_session_queue.destinations[0].destination_arn #=> String
resp.game_session_queue.filter_configuration.allowed_locations #=> Array
resp.game_session_queue.filter_configuration.allowed_locations[0] #=> String
resp.game_session_queue.priority_configuration.priority_order #=> Array
resp.game_session_queue.priority_configuration.priority_order[0] #=> String, one of "LATENCY", "COST", "DESTINATION", "LOCATION"
resp.game_session_queue.priority_configuration.location_order #=> Array
resp.game_session_queue.priority_configuration.location_order[0] #=> String
resp.game_session_queue.custom_event_data #=> String
resp.game_session_queue.notification_target #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :name (required, String)

    A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

  • :timeout_in_seconds (Integer)

    The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.

  • :player_latency_policies (Array<Types::PlayerLatencyPolicy>)

    A set of policies that enforce a sliding cap on player latency when processing game sessions placement requests. Use multiple policies to gradually relax the cap over time if Amazon GameLift can't make a placement. Policies are evaluated in order starting with the lowest maximum latency value.

  • :destinations (Array<Types::GameSessionQueueDestination>)

    A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

  • :filter_configuration (Types::FilterConfiguration)

    A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.

  • :priority_configuration (Types::PriorityConfiguration)

    Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.

  • :custom_event_data (String)

    Information to be added to all events that are related to this game session queue.

  • :notification_target (String)

    An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

  • :tags (Array<Types::Tag>)

    A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2733

def create_game_session_queue(params = {}, options = {})
  req = build_request(:create_game_session_queue, params)
  req.send_request(options)
end

#create_location(params = {}) ⇒ Types::CreateLocationOutput

Creates a custom location for use in an Anywhere fleet.

Examples:

Request syntax with placeholder values


resp = client.create_location({
  location_name: "CustomInputLocationStringModel", # required
  tags: [
    {
      key: "TagKey", # required
      value: "TagValue", # required
    },
  ],
})

Response structure


resp.location.location_name #=> String
resp.location.location_arn #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :location_name (required, String)

    A descriptive name for the custom location.

  • :tags (Array<Types::Tag>)

    A list of labels to assign to the new resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management, and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Rareference.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2780

def create_location(params = {}, options = {})
  req = build_request(:create_location, params)
  req.send_request(options)
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

Design a FlexMatch matchmaker

Set up FlexMatch event notification

Examples:

Request syntax with placeholder values


resp = client.create_matchmaking_configuration({
  name: "MatchmakingIdStringModel", # required
  description: "NonZeroAndMaxString",
  game_session_queue_arns: ["ArnStringModel"],
  request_timeout_seconds: 1, # required
  acceptance_timeout_seconds: 1,
  acceptance_required: false, # required
  rule_set_name: "MatchmakingRuleSetName", # required
  notification_target: "SnsArnStringModel",
  additional_player_count: 1,
  custom_event_data: "CustomEventData",
  game_properties: [
    {
      key: "GamePropertyKey", # required
      value: "GamePropertyValue", # required
    },
  ],
  game_session_data: "GameSessionData",
  backfill_mode: "AUTOMATIC", # accepts AUTOMATIC, MANUAL
  flex_match_mode: "STANDALONE", # accepts STANDALONE, WITH_QUEUE
  tags: [
    {
      key: "TagKey", # required
      value: "TagValue", # required
    },
  ],
})

Response structure


resp.configuration.name #=> String
resp.configuration.configuration_arn #=> String
resp.configuration.description #=> String
resp.configuration.game_session_queue_arns #=> Array
resp.configuration.game_session_queue_arns[0] #=> String
resp.configuration.request_timeout_seconds #=> Integer
resp.configuration.acceptance_timeout_seconds #=> Integer
resp.configuration.acceptance_required #=> Boolean
resp.configuration.rule_set_name #=> String
resp.configuration.rule_set_arn #=> String
resp.configuration.notification_target #=> String
resp.configuration.additional_player_count #=> Integer
resp.configuration.custom_event_data #=> String
resp.configuration.creation_time #=> Time
resp.configuration.game_properties #=> Array
resp.configuration.game_properties[0].key #=> String
resp.configuration.game_properties[0].value #=> String
resp.configuration.game_session_data #=> String
resp.configuration.backfill_mode #=> String, one of "AUTOMATIC", "MANUAL"
resp.configuration.flex_match_mode #=> String, one of "STANDALONE", "WITH_QUEUE"

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :name (required, String)

    A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

  • :description (String)

    A human-readable description of the matchmaking configuration.

  • :game_session_queue_arns (Array<String>)

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

  • :request_timeout_seconds (required, Integer)

    The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

  • :acceptance_timeout_seconds (Integer)

    The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.

  • :acceptance_required (required, Boolean)

    A flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

  • :rule_set_name (required, String)

    A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

  • :notification_target (String)

    An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.

  • :additional_player_count (Integer)

    The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.

  • :custom_event_data (String)

    Information to be added to all events related to this matchmaking configuration.

  • :game_properties (Array<Types::GameProperty>)

    A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

  • :game_session_data (String)

    A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session. This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

  • :backfill_mode (String)

    The method used to backfill game sessions that are created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have Amazon GameLift create a backfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

  • :flex_match_mode (String)

    Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution.

    • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.

    • WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session for the match.

  • :tags (Array<Types::Tag>)

    A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3003

def create_matchmaking_configuration(params = {}, options = {})
  req = build_request(:create_matchmaking_configuration, params)
  req.send_request(options)
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

Examples:

Request syntax with placeholder values


resp = client.create_matchmaking_rule_set({
  name: "MatchmakingIdStringModel", # required
  rule_set_body: "RuleSetBody", # required
  tags: [
    {
      key: "TagKey", # required
      value: "TagValue", # required
    },
  ],
})

Response structure


resp.rule_set.rule_set_name #=> String
resp.rule_set.rule_set_arn #=> String
resp.rule_set.rule_set_body #=> String
resp.rule_set.creation_time #=> Time

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :name (required, String)

    A unique identifier for the matchmaking rule set. A matchmaking configuration identifies the rule set it uses by this name value. Note that the rule set name is different from the optional name field in the rule set body.

  • :rule_set_body (required, String)

    A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.

  • :tags (Array<Types::Tag>)

    A list of labels to assign to the new matchmaking rule set resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3087

def create_matchmaking_rule_set(params = {}, options = {})
  req = build_request(:create_matchmaking_rule_set, params)
  req.send_request(options)
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

All APIs by task

Examples:

Request syntax with placeholder values


resp = client.create_player_session({
  game_session_id: "ArnStringModel", # required
  player_id: "PlayerId", # required
  player_data: "PlayerData",
})

Response structure


resp.player_session.player_session_id #=> String
resp.player_session.player_id #=> String
resp.player_session.game_session_id #=> String
resp.player_session.fleet_id #=> String
resp.player_session.fleet_arn #=> String
resp.player_session.creation_time #=> Time
resp.player_session.termination_time #=> Time
resp.player_session.status #=> String, one of "RESERVED", "ACTIVE", "COMPLETED", "TIMEDOUT"
resp.player_session.ip_address #=> String
resp.player_session.dns_name #=> String
resp.player_session.port #=> Integer
resp.player_session.player_data #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :game_session_id (required, String)

    A unique identifier for the game session to add a player to.

  • :player_id (required, String)

    A unique identifier for a player. Player IDs are developer-defined.

  • :player_data (String)

    Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3162

def create_player_session(params = {}, options = {})
  req = build_request(:create_player_session, params)
  req.send_request(options)
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

All APIs by task

Examples:

Request syntax with placeholder values


resp = client.create_player_sessions({
  game_session_id: "ArnStringModel", # required
  player_ids: ["PlayerId"], # required
  player_data_map: {
    "NonZeroAndMaxString" => "PlayerData",
  },
})

Response structure


resp.player_sessions #=> Array
resp.player_sessions[0].player_session_id #=> String
resp.player_sessions[0].player_id #=> String
resp.player_sessions[0].game_session_id #=> String
resp.player_sessions[0].fleet_id #=> String
resp.player_sessions[0].fleet_arn #=> String
resp.player_sessions[0].creation_time #=> Time
resp.player_sessions[0].termination_time #=> Time
resp.player_sessions[0].status #=> String, one of "RESERVED", "ACTIVE", "COMPLETED", "TIMEDOUT"
resp.player_sessions[0].ip_address #=> String
resp.player_sessions[0].dns_name #=> String
resp.player_sessions[0].port #=> Integer
resp.player_sessions[0].player_data #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :game_session_id (required, String)

    A unique identifier for the game session to add players to.

  • :player_ids (required, Array<String>)

    List of unique identifiers for the players to be added.

  • :player_data_map (Hash<String,String>)

    Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the PlayerIds parameter are ignored.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3243

def create_player_sessions(params = {}, options = {})
  req = build_request(:create_player_sessions, params)
  req.send_request(options)
end

#create_script(params = {}) ⇒ Types::CreateScriptOutput

Creates a script resource for your Realtime Servers script. Realtime scripts are JavaScript files that provide configuration settings and optional custom game logic for your game. Script logic is executed during an active game session. To deploy Realtime Servers for hosting, create an Amazon GameLift managed fleet with the script.

To create a script resource, specify a script name and provide the script file(s). The script files and all dependencies must be combined into a single .zip file. You can upload 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, Amazon GameLift creates a new script resource with a unique script ID. The script is uploaded to an Amazon S3 bucket that is owned by Amazon GameLift.

Learn more

Amazon GameLift Realtime Servers

Set Up a Role for Amazon GameLift Access

Related actions

All APIs by task

Examples:

Request syntax with placeholder values


resp = client.create_script({
  name: "NonZeroAndMaxString",
  version: "NonZeroAndMaxString",
  storage_location: {
    bucket: "NonEmptyString",
    key: "NonEmptyString",
    role_arn: "NonEmptyString",
    object_version: "NonEmptyString",
  },
  zip_file: "data",
  tags: [
    {
      key: "TagKey", # required
      value: "TagValue", # required
    },
  ],
})

Response structure


resp.script.script_id #=> String
resp.script.script_arn #=> String
resp.script.name #=> String
resp.script.version #=> String
resp.script.size_on_disk #=> Integer
resp.script.creation_time #=> Time
resp.script.storage_location.bucket #=> String
resp.script.storage_location.key #=> String
resp.script.storage_location.role_arn #=> String
resp.script.storage_location.object_version #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :name (String)

    A descriptive label that is associated with a script. Script names do not need to be unique. You can use UpdateScript to change this value later.

  • :version (String)

    Version information that is associated with a build or script. Version strings do not need to be unique. You can use UpdateScript to change this value later.

  • :storage_location (Types::S3Location)

    The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.

  • :zip_file (String, StringIO, File)

    A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.

    When using the Amazon Web Services CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string "fileb://" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.

  • :tags (Array<Types::Tag>)

    A list of labels to assign to the new script resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3385

def create_script(params = {}, options = {})
  req = build_request(:create_script, params)
  req.send_request(options)
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

All APIs by task

Examples:

Request syntax with placeholder values


resp = client.create_vpc_peering_authorization({
  game_lift_aws_account_id: "NonZeroAndMaxString", # required
  peer_vpc_id: "NonZeroAndMaxString", # required
})

Response structure


resp.vpc_peering_authorization. #=> String
resp.vpc_peering_authorization. #=> String
resp.vpc_peering_authorization.peer_vpc_id #=> String
resp.vpc_peering_authorization.creation_time #=> Time
resp.vpc_peering_authorization.expiration_time #=> Time

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :game_lift_aws_account_id (required, String)

    A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.

  • :peer_vpc_id (required, String)

    A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3473

def create_vpc_peering_authorization(params = {}, options = {})
  req = build_request(:create_vpc_peering_authorization, params)
  req.send_request(options)
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

All APIs by task

Examples:

Request syntax with placeholder values


resp = client.create_vpc_peering_connection({
  fleet_id: "FleetId", # required
  peer_vpc_aws_account_id: "NonZeroAndMaxString", # required
  peer_vpc_id: "NonZeroAndMaxString", # required
})

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (required, String)

    A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift which GameLift VPC to peer with.

  • :peer_vpc_aws_account_id (required, String)

    A unique identifier for the Amazon Web Services account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the Amazon Web Services Management Console under account settings.

  • :peer_vpc_id (required, String)

    A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

Returns:

  • (Struct)

    Returns an empty response.

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3553

def create_vpc_peering_connection(params = {}, options = {})
  req = build_request(:create_vpc_peering_connection, params)
  req.send_request(options)
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

All APIs by task

Examples:

Request syntax with placeholder values


resp = client.delete_alias({
  alias_id: "AliasIdOrArn", # required
})

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :alias_id (required, String)

    A unique identifier of the alias that you want to delete. You can use either the alias ID or ARN value.

Returns:

  • (Struct)

    Returns an empty response.

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3587

def delete_alias(params = {}, options = {})
  req = build_request(:delete_alias, params)
  req.send_request(options)
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

Upload a Custom Server Build

All APIs by task

Examples:

Request syntax with placeholder values


resp = client.delete_build({
  build_id: "BuildIdOrArn", # required
})

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :build_id (required, String)

    A unique identifier for the build to delete. You can use either the build ID or ARN value.

Returns:

  • (Struct)

    Returns an empty response.

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3626

def delete_build(params = {}, options = {})
  req = build_request(:delete_build, params)
  req.send_request(options)
end

#delete_container_fleet(params = {}) ⇒ Struct

Deletes all resources and information related to a container fleet and shuts down currently running fleet instances, including those in remote locations. The container fleet must be in ACTIVE status to be deleted.

To delete a fleet, specify the fleet ID to be terminated. During the deletion process, the fleet status is changed to DELETING.

Learn more

Setting up Amazon GameLift Fleets

Examples:

Request syntax with placeholder values


resp = client.delete_container_fleet({
  fleet_id: "FleetIdOrArn", # required
})

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (required, String)

    A unique identifier for the container fleet to delete. You can use either the fleet ID or ARN value.

Returns:

  • (Struct)

    Returns an empty response.

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3663

def delete_container_fleet(params = {}, options = {})
  req = build_request(:delete_container_fleet, params)
  req.send_request(options)
end

#delete_container_group_definition(params = {}) ⇒ Struct

Deletes a container group definition. You can delete a container group definition if there are no fleets using the definition.

Request options:

  • Delete an entire container group definition, including all versions. Specify the container group definition name, or use an ARN value without the version number.

  • Delete a particular version. Specify the container group definition name and a version number, or use an ARN value that includes the version number.

  • Keep the newest versions and delete all older versions. Specify the container group definition name and the number of versions to retain. For example, set VersionCountToRetain to 5 to delete all but the five most recent versions.

Learn more

^

Examples:

Request syntax with placeholder values


resp = client.delete_container_group_definition({
  name: "ContainerGroupDefinitionNameOrArn", # required
  version_number: 1,
  version_count_to_retain: 1,
})

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :name (required, String)

    The unique identifier for the container group definition to delete. You can use either the Name or ARN value.

  • :version_number (Integer)

    The specific version to delete.

  • :version_count_to_retain (Integer)

    The number of most recent versions to keep while deleting all older versions.

Returns:

  • (Struct)

    Returns an empty response.

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3721

def delete_container_group_definition(params = {}, options = {})
  req = build_request(:delete_container_group_definition, params)
  req.send_request(options)
end

#delete_fleet(params = {}) ⇒ Struct

Deletes all resources and information related to a fleet and shuts down any currently running fleet instances, including those in remote locations.

If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You don't need to explicitly delete the VPC peering connection.

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 emitted.

Learn more

Setting up Amazon GameLift Fleets

Examples:

Request syntax with placeholder values


resp = client.delete_fleet({
  fleet_id: "FleetIdOrArn", # required
})

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (required, String)

    A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.

Returns:

  • (Struct)

    Returns an empty response.

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3767

def delete_fleet(params = {}, options = {})
  req = build_request(:delete_fleet, params)
  req.send_request(options)
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

Setting up Amazon GameLift fleets

Examples:

Request syntax with placeholder values


resp = client.delete_fleet_locations({
  fleet_id: "FleetIdOrArn", # required
  locations: ["LocationStringModel"], # required
})

Response structure


resp.fleet_id #=> String
resp.fleet_arn #=> String
resp.location_states #=> Array
resp.location_states[0].location #=> String
resp.location_states[0].status #=> String, one of "NEW", "DOWNLOADING", "VALIDATING", "BUILDING", "ACTIVATING", "ACTIVE", "DELETING", "ERROR", "TERMINATED", "NOT_FOUND"

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (required, String)

    A unique identifier for the fleet to delete locations for. You can use either the fleet ID or ARN value.

  • :locations (required, Array<String>)

    The list of fleet locations to delete. Specify locations in the form of an Amazon Web Services Region code, such as us-west-2.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3825

def delete_fleet_locations(params = {}, options = {})
  req = build_request(:delete_fleet_locations, params)
  req.send_request(options)
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

Amazon GameLift FleetIQ Guide

Examples:

Request syntax with placeholder values


resp = client.delete_game_server_group({
  game_server_group_name: "GameServerGroupNameOrArn", # required
  delete_option: "SAFE_DELETE", # accepts SAFE_DELETE, FORCE_DELETE, RETAIN
})

Response structure


resp.game_server_group.game_server_group_name #=> String
resp.game_server_group.game_server_group_arn #=> String
resp.game_server_group.role_arn #=> String
resp.game_server_group.instance_definitions #=> Array
resp.game_server_group.instance_definitions[0].instance_type #=> String, one of "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "c6g.medium", "c6g.large", "c6g.xlarge", "c6g.2xlarge", "c6g.4xlarge", "c6g.8xlarge", "c6g.12xlarge", "c6g.16xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "r6g.medium", "r6g.large", "r6g.xlarge", "r6g.2xlarge", "r6g.4xlarge", "r6g.8xlarge", "r6g.12xlarge", "r6g.16xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge", "m6g.medium", "m6g.large", "m6g.xlarge", "m6g.2xlarge", "m6g.4xlarge", "m6g.8xlarge", "m6g.12xlarge", "m6g.16xlarge"
resp.game_server_group.instance_definitions[0].weighted_capacity #=> String
resp.game_server_group.balancing_strategy #=> String, one of "SPOT_ONLY", "SPOT_PREFERRED", "ON_DEMAND_ONLY"
resp.game_server_group.game_server_protection_policy #=> String, one of "NO_PROTECTION", "FULL_PROTECTION"
resp.game_server_group.auto_scaling_group_arn #=> String
resp.game_server_group.status #=> String, one of "NEW", "ACTIVATING", "ACTIVE", "DELETE_SCHEDULED", "DELETING", "DELETED", "ERROR"
resp.game_server_group.status_reason #=> String
resp.game_server_group.suspended_actions #=> Array
resp.game_server_group.suspended_actions[0] #=> String, one of "REPLACE_INSTANCE_TYPES"
resp.game_server_group.creation_time #=> Time
resp.game_server_group.last_updated_time #=> Time

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :game_server_group_name (required, String)

    A unique identifier for the game server group. Use either the name or ARN value.

  • :delete_option (String)

    The type of delete to perform. Options include the following:

    • SAFE_DELETE – (default) Terminates the game server group and Amazon EC2 Auto Scaling group only when it has no game servers that are in UTILIZED status.

    • FORCE_DELETE – Terminates the game server group, including all active game servers regardless of their utilization status, and the Amazon EC2 Auto Scaling group.

    • RETAIN – Does a safe delete of the game server group but retains the Amazon EC2 Auto Scaling group as is.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3919

def delete_game_server_group(params = {}, options = {})
  req = build_request(:delete_game_server_group, params)
  req.send_request(options)
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.

Examples:

Request syntax with placeholder values


resp = client.delete_game_session_queue({
  name: "GameSessionQueueNameOrArn", # required
})

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :name (required, String)

    A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.

Returns:

  • (Struct)

    Returns an empty response.

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3949

def delete_game_session_queue(params = {}, options = {})
  req = build_request(:delete_game_session_queue, params)
  req.send_request(options)
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.

Examples:

Request syntax with placeholder values


resp = client.delete_location({
  location_name: "CustomLocationNameOrArnModel", # required
})

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :location_name (required, String)

    The location name of the custom location to be deleted.

Returns:

  • (Struct)

    Returns an empty response.

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3979

def delete_location(params = {}, options = {})
  req = build_request(:delete_location, params)
  req.send_request(options)
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.

Examples:

Request syntax with placeholder values


resp = client.delete_matchmaking_configuration({
  name: "MatchmakingConfigurationName", # required
})

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :name (required, String)

    A unique identifier for the matchmaking configuration. You can use either the configuration name or ARN value.

Returns:

  • (Struct)

    Returns an empty response.

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4004

def delete_matchmaking_configuration(params = {}, options = {})
  req = build_request(:delete_matchmaking_configuration, params)
  req.send_request(options)
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

^

Examples:

Request syntax with placeholder values


resp = client.delete_matchmaking_rule_set({
  name: "MatchmakingRuleSetName", # required
})

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :name (required, String)

    A unique identifier for the matchmaking rule set to be deleted. (Note: The rule set name is different from the optional "name" field in the rule set body.) You can use either the rule set name or ARN value.

Returns:

  • (Struct)

    Returns an empty response.

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4040

def delete_matchmaking_rule_set(params = {}, options = {})
  req = build_request(:delete_matchmaking_rule_set, params)
  req.send_request(options)
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.

Examples:

Request syntax with placeholder values


resp = client.delete_scaling_policy({
  name: "NonZeroAndMaxString", # required
  fleet_id: "FleetIdOrArn", # required
})

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :name (required, String)

    A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

  • :fleet_id (required, String)

    A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.

Returns:

  • (Struct)

    Returns an empty response.

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4078

def delete_scaling_policy(params = {}, options = {})
  req = build_request(:delete_scaling_policy, params)
  req.send_request(options)
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

All APIs by task

Examples:

Request syntax with placeholder values


resp = client.delete_script({
  script_id: "ScriptIdOrArn", # required
})

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :script_id (required, String)

    A unique identifier for the Realtime script to delete. You can use either the script ID or ARN value.

Returns:

  • (Struct)

    Returns an empty response.

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4122

def delete_script(params = {}, options = {})
  req = build_request(:delete_script, params)
  req.send_request(options)
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

All APIs by task

Examples:

Request syntax with placeholder values


resp = client.delete_vpc_peering_authorization({
  game_lift_aws_account_id: "NonZeroAndMaxString", # required
  peer_vpc_id: "NonZeroAndMaxString", # required
})

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :game_lift_aws_account_id (required, String)

    A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.

  • :peer_vpc_id (required, String)

    A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

Returns:

  • (Struct)

    Returns an empty response.

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4170

def delete_vpc_peering_authorization(params = {}, options = {})
  req = build_request(:delete_vpc_peering_authorization, params)
  req.send_request(options)
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

All APIs by task

Examples:

Request syntax with placeholder values


resp = client.delete_vpc_peering_connection({
  fleet_id: "FleetId", # required
  vpc_peering_connection_id: "NonZeroAndMaxString", # required
})

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (required, String)

    A unique identifier for the fleet. This fleet specified must match the fleet referenced in the VPC peering connection record. You can use either the fleet ID or ARN value.

  • :vpc_peering_connection_id (required, String)

    A unique identifier for a VPC peering connection.

Returns:

  • (Struct)

    Returns an empty response.

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4213

def delete_vpc_peering_connection(params = {}, options = {})
  req = build_request(:delete_vpc_peering_connection, params)
  req.send_request(options)
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.

For an Anywhere fleet that's running the Amazon GameLift Agent, the Agent handles all compute registry tasks for you. For an Anywhere fleet that doesn't use the Agent, call this operation to deregister fleet computes.

To deregister a compute, call this operation from the compute that's being deregistered and specify the compute name and the fleet ID.

Examples:

Request syntax with placeholder values


resp = client.deregister_compute({
  fleet_id: "FleetIdOrArn", # required
  compute_name: "ComputeNameOrArn", # required
})

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (required, String)

    A unique identifier for the fleet the compute resource is currently registered to.

  • :compute_name (required, String)

    The unique identifier of the compute resource to deregister. For an Anywhere fleet compute, use the registered compute name.

Returns:

  • (Struct)

    Returns an empty response.

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4251

def deregister_compute(params = {}, options = {})
  req = build_request(:deregister_compute, params)
  req.send_request(options)
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

Amazon GameLift FleetIQ Guide

Examples:

Request syntax with placeholder values


resp = client.deregister_game_server({
  game_server_group_name: "GameServerGroupNameOrArn", # required
  game_server_id: "GameServerId", # required
})

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :game_server_group_name (required, String)

    A unique identifier for the game server group where the game server is running.

  • :game_server_id (required, String)

    A custom string that uniquely identifies the game server to deregister.

Returns:

  • (Struct)

    Returns an empty response.

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4296

def deregister_game_server(params = {}, options = {})
  req = build_request(:deregister_game_server, params)
  req.send_request(options)
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

All APIs by task

Examples:

Request syntax with placeholder values


resp = client.describe_alias({
  alias_id: "AliasIdOrArn", # required
})

Response structure


resp.alias.alias_id #=> String
resp.alias.name #=> String
resp.alias.alias_arn #=> String
resp.alias.description #=> String
resp.alias.routing_strategy.type #=> String, one of "SIMPLE", "TERMINAL"
resp.alias.routing_strategy.fleet_id #=> String
resp.alias.routing_strategy.message #=> String
resp.alias.creation_time #=> Time
resp.alias.last_updated_time #=> Time

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :alias_id (required, String)

    The unique identifier for the fleet alias that you want to retrieve. You can use either the alias ID or ARN value.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4346

def describe_alias(params = {}, options = {})
  req = build_request(:describe_alias, params)
  req.send_request(options)
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

Upload a Custom Server Build

All APIs by task

Examples:

Request syntax with placeholder values


resp = client.describe_build({
  build_id: "BuildIdOrArn", # required
})

Response structure


resp.build.build_id #=> String
resp.build.build_arn #=> String
resp.build.name #=> String
resp.build.version #=> String
resp.build.status #=> String, one of "INITIALIZED", "READY", "FAILED"
resp.build.size_on_disk #=> Integer
resp.build.operating_system #=> String, one of "WINDOWS_2012", "AMAZON_LINUX", "AMAZON_LINUX_2", "WINDOWS_2016", "AMAZON_LINUX_2023"
resp.build.creation_time #=> Time
resp.build.server_sdk_version #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :build_id (required, String)

    A unique identifier for the build to retrieve properties for. You can use either the build ID or ARN value.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4396

def describe_build(params = {}, options = {})
  req = build_request(:describe_build, params)
  req.send_request(options)
end

#describe_compute(params = {}) ⇒ Types::DescribeComputeOutput

Retrieves properties for a compute resource in an Amazon GameLift fleet. To get a list of all computes in a fleet, call ListCompute.

To request information on a specific compute, provide the fleet ID and compute name.

If successful, this operation returns details for the requested compute resource. Depending on the fleet's compute type, the result includes the following information:

  • For managed EC2 fleets, this operation returns information about the EC2 instance.

  • For Anywhere fleets, this operation returns information about the registered compute.

Examples:

Request syntax with placeholder values


resp = client.describe_compute({
  fleet_id: "FleetIdOrArn", # required
  compute_name: "ComputeNameOrArn", # required
})

Response structure


resp.compute.fleet_id #=> String
resp.compute.fleet_arn #=> String
resp.compute.compute_name #=> String
resp.compute.compute_arn #=> String
resp.compute.ip_address #=> String
resp.compute.dns_name #=> String
resp.compute.compute_status #=> String, one of "PENDING", "ACTIVE", "TERMINATING", "IMPAIRED"
resp.compute.location #=> String
resp.compute.creation_time #=> Time
resp.compute.operating_system #=> String, one of "WINDOWS_2012", "AMAZON_LINUX", "AMAZON_LINUX_2", "WINDOWS_2016", "AMAZON_LINUX_2023"
resp.compute.type #=> String, one of "t2.micro", "t2.small", "t2.medium", "t2.large", "c3.large", "c3.xlarge", "c3.2xlarge", "c3.4xlarge", "c3.8xlarge", "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r3.large", "r3.xlarge", "r3.2xlarge", "r3.4xlarge", "r3.8xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m3.medium", "m3.large", "m3.xlarge", "m3.2xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge", "c5d.large", "c5d.xlarge", "c5d.2xlarge", "c5d.4xlarge", "c5d.9xlarge", "c5d.12xlarge", "c5d.18xlarge", "c5d.24xlarge", "c6a.large", "c6a.xlarge", "c6a.2xlarge", "c6a.4xlarge", "c6a.8xlarge", "c6a.12xlarge", "c6a.16xlarge", "c6a.24xlarge", "c6i.large", "c6i.xlarge", "c6i.2xlarge", "c6i.4xlarge", "c6i.8xlarge", "c6i.12xlarge", "c6i.16xlarge", "c6i.24xlarge", "r5d.large", "r5d.xlarge", "r5d.2xlarge", "r5d.4xlarge", "r5d.8xlarge", "r5d.12xlarge", "r5d.16xlarge", "r5d.24xlarge", "m6g.medium", "m6g.large", "m6g.xlarge", "m6g.2xlarge", "m6g.4xlarge", "m6g.8xlarge", "m6g.12xlarge", "m6g.16xlarge", "c6g.medium", "c6g.large", "c6g.xlarge", "c6g.2xlarge", "c6g.4xlarge", "c6g.8xlarge", "c6g.12xlarge", "c6g.16xlarge", "r6g.medium", "r6g.large", "r6g.xlarge", "r6g.2xlarge", "r6g.4xlarge", "r6g.8xlarge", "r6g.12xlarge", "r6g.16xlarge", "c6gn.medium", "c6gn.large", "c6gn.xlarge", "c6gn.2xlarge", "c6gn.4xlarge", "c6gn.8xlarge", "c6gn.12xlarge", "c6gn.16xlarge", "c7g.medium", "c7g.large", "c7g.xlarge", "c7g.2xlarge", "c7g.4xlarge", "c7g.8xlarge", "c7g.12xlarge", "c7g.16xlarge", "r7g.medium", "r7g.large", "r7g.xlarge", "r7g.2xlarge", "r7g.4xlarge", "r7g.8xlarge", "r7g.12xlarge", "r7g.16xlarge", "m7g.medium", "m7g.large", "m7g.xlarge", "m7g.2xlarge", "m7g.4xlarge", "m7g.8xlarge", "m7g.12xlarge", "m7g.16xlarge", "g5g.xlarge", "g5g.2xlarge", "g5g.4xlarge", "g5g.8xlarge", "g5g.16xlarge"
resp.compute.game_lift_service_sdk_endpoint #=> String
resp.compute.game_lift_agent_endpoint #=> String
resp.compute.instance_id #=> String
resp.compute.container_attributes #=> Array
resp.compute.container_attributes[0].container_name #=> String
resp.compute.container_attributes[0].container_runtime_id #=> String
resp.compute.game_server_container_group_definition_arn #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (required, String)

    A unique identifier for the fleet that the compute belongs to. You can use either the fleet ID or ARN value.

  • :compute_name (required, String)

    The unique identifier of the compute resource to retrieve properties for. For an Anywhere fleet compute, use the registered compute name. For an EC2 fleet instance, use the instance ID.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4462

def describe_compute(params = {}, options = {})
  req = build_request(:describe_compute, params)
  req.send_request(options)
end

#describe_container_fleet(params = {}) ⇒ Types::DescribeContainerFleetOutput

Retrieves the properties for a container fleet. When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.

Request options

  • Get container fleet properties for a single fleet. Provide either the fleet ID or ARN value.

^

Results

If successful, a ContainerFleet object is returned. This object includes the fleet properties, including information about the most recent deployment.

Some API operations limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number.

Examples:

Request syntax with placeholder values


resp = client.describe_container_fleet({
  fleet_id: "FleetIdOrArn", # required
})

Response structure


resp.container_fleet.fleet_id #=> String
resp.container_fleet.fleet_arn #=> String
resp.container_fleet.fleet_role_arn #=> String
resp.container_fleet.game_server_container_group_definition_name #=> String
resp.container_fleet.game_server_container_group_definition_arn #=> String
resp.container_fleet.per_instance_container_group_definition_name #=> String
resp.container_fleet.per_instance_container_group_definition_arn #=> String
resp.container_fleet.instance_connection_port_range.from_port #=> Integer
resp.container_fleet.instance_connection_port_range.to_port #=> Integer
resp.container_fleet.instance_inbound_permissions #=> Array
resp.container_fleet.instance_inbound_permissions[0].from_port #=> Integer
resp.container_fleet.instance_inbound_permissions[0].to_port #=> Integer
resp.container_fleet.instance_inbound_permissions[0].ip_range #=> String
resp.container_fleet.instance_inbound_permissions[0].protocol #=> String, one of "TCP", "UDP"
resp.container_fleet.game_server_container_groups_per_instance #=> Integer
resp.container_fleet.maximum_game_server_container_groups_per_instance #=> Integer
resp.container_fleet.instance_type #=> String
resp.container_fleet.billing_type #=> String, one of "ON_DEMAND", "SPOT"
resp.container_fleet.description #=> String
resp.container_fleet.creation_time #=> Time
resp.container_fleet.metric_groups #=> Array
resp.container_fleet.metric_groups[0] #=> String
resp.container_fleet.new_game_session_protection_policy #=> String, one of "NoProtection", "FullProtection"
resp.container_fleet.game_session_creation_limit_policy.new_game_sessions_per_creator #=> Integer
resp.container_fleet.game_session_creation_limit_policy.policy_period_in_minutes #=> Integer
resp.container_fleet.status #=> String, one of "PENDING", "CREATING", "CREATED", "ACTIVATING", "ACTIVE", "UPDATING", "DELETING"
resp.container_fleet.deployment_details.latest_deployment_id #=> String
resp.container_fleet.log_configuration.log_destination #=> String, one of "NONE", "CLOUDWATCH", "S3"
resp.container_fleet.log_configuration.s3_bucket_name #=> String
resp.container_fleet.log_configuration.log_group_arn #=> String
resp.container_fleet.location_attributes #=> Array
resp.container_fleet.location_attributes[0].location #=> String
resp.container_fleet.location_attributes[0].status #=> String, one of "PENDING", "CREATING", "CREATED", "ACTIVATING", "ACTIVE", "UPDATING", "DELETING"

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (required, String)

    A unique identifier for the container fleet to retrieve. You can use either the fleet ID or ARN value.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4544

def describe_container_fleet(params = {}, options = {})
  req = build_request(:describe_container_fleet, params)
  req.send_request(options)
end

#describe_container_group_definition(params = {}) ⇒ Types::DescribeContainerGroupDefinitionOutput

Retrieves the properties of a container group definition, including all container definitions in the group.

Request options:

  • Retrieve the latest version of a container group definition. Specify the container group definition name only, or use an ARN value without a version number.

  • Retrieve a particular version. Specify the container group definition name and a version number, or use an ARN value that includes the version number.

Results:

If successful, this operation returns the complete properties of a container group definition version.

Learn more

^

Examples:

Request syntax with placeholder values


resp = client.describe_container_group_definition({
  name: "ContainerGroupDefinitionNameOrArn", # required
  version_number: 1,
})

Response structure


resp.container_group_definition.container_group_definition_arn #=> String
resp.container_group_definition.creation_time #=> Time
resp.container_group_definition.operating_system #=> String, one of "AMAZON_LINUX_2023"
resp.container_group_definition.name #=> String
resp.container_group_definition.container_group_type #=> String, one of "GAME_SERVER", "PER_INSTANCE"
resp.container_group_definition.total_memory_limit_mebibytes #=> Integer
resp.container_group_definition.total_vcpu_limit #=> Float
resp.container_group_definition.game_server_container_definition.container_name #=> String
resp.container_group_definition.game_server_container_definition.depends_on #=> Array
resp.container_group_definition.game_server_container_definition.depends_on[0].container_name #=> String
resp.container_group_definition.game_server_container_definition.depends_on[0].condition #=> String, one of "START", "COMPLETE", "SUCCESS", "HEALTHY"
resp.container_group_definition.game_server_container_definition.mount_points #=> Array
resp.container_group_definition.game_server_container_definition.mount_points[0].instance_path #=> String
resp.container_group_definition.game_server_container_definition.mount_points[0].container_path #=> String
resp.container_group_definition.game_server_container_definition.mount_points[0].access_level #=> String, one of "READ_ONLY", "READ_AND_WRITE"
resp.container_group_definition.game_server_container_definition.environment_override #=> Array
resp.container_group_definition.game_server_container_definition.environment_override[0].name #=> String
resp.container_group_definition.game_server_container_definition.environment_override[0].value #=> String
resp.container_group_definition.game_server_container_definition.image_uri #=> String
resp.container_group_definition.game_server_container_definition.port_configuration.container_port_ranges #=> Array
resp.container_group_definition.game_server_container_definition.port_configuration.container_port_ranges[0].from_port #=> Integer
resp.container_group_definition.game_server_container_definition.port_configuration.container_port_ranges[0].to_port #=> Integer
resp.container_group_definition.game_server_container_definition.port_configuration.container_port_ranges[0].protocol #=> String, one of "TCP", "UDP"
resp.container_group_definition.game_server_container_definition.resolved_image_digest #=> String
resp.container_group_definition.game_server_container_definition.server_sdk_version #=> String
resp.container_group_definition.support_container_definitions #=> Array
resp.container_group_definition.support_container_definitions[0].container_name #=> String
resp.container_group_definition.support_container_definitions[0].depends_on #=> Array
resp.container_group_definition.support_container_definitions[0].depends_on[0].container_name #=> String
resp.container_group_definition.support_container_definitions[0].depends_on[0].condition #=> String, one of "START", "COMPLETE", "SUCCESS", "HEALTHY"
resp.container_group_definition.support_container_definitions[0].mount_points #=> Array
resp.container_group_definition.support_container_definitions[0].mount_points[0].instance_path #=> String
resp.container_group_definition.support_container_definitions[0].mount_points[0].container_path #=> String
resp.container_group_definition.support_container_definitions[0].mount_points[0].access_level #=> String, one of "READ_ONLY", "READ_AND_WRITE"
resp.container_group_definition.support_container_definitions[0].environment_override #=> Array
resp.container_group_definition.support_container_definitions[0].environment_override[0].name #=> String
resp.container_group_definition.support_container_definitions[0].environment_override[0].value #=> String
resp.container_group_definition.support_container_definitions[0].essential #=> Boolean
resp.container_group_definition.support_container_definitions[0].health_check.command #=> Array
resp.container_group_definition.support_container_definitions[0].health_check.command[0] #=> String
resp.container_group_definition.support_container_definitions[0].health_check.interval #=> Integer
resp.container_group_definition.support_container_definitions[0].health_check.retries #=> Integer
resp.container_group_definition.support_container_definitions[0].health_check.start_period #=> Integer
resp.container_group_definition.support_container_definitions[0].health_check.timeout #=> Integer
resp.container_group_definition.support_container_definitions[0].image_uri #=> String
resp.container_group_definition.support_container_definitions[0].memory_hard_limit_mebibytes #=> Integer
resp.container_group_definition.support_container_definitions[0].port_configuration.container_port_ranges #=> Array
resp.container_group_definition.support_container_definitions[0].port_configuration.container_port_ranges[0].from_port #=> Integer
resp.container_group_definition.support_container_definitions[0].port_configuration.container_port_ranges[0].to_port #=> Integer
resp.container_group_definition.support_container_definitions[0].port_configuration.container_port_ranges[0].protocol #=> String, one of "TCP", "UDP"
resp.container_group_definition.support_container_definitions[0].resolved_image_digest #=> String
resp.container_group_definition.support_container_definitions[0].vcpu #=> Float
resp.container_group_definition.version_number #=> Integer
resp.container_group_definition.version_description #=> String
resp.container_group_definition.status #=> String, one of "READY", "COPYING", "FAILED"
resp.container_group_definition.status_reason #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :name (required, String)

    The unique identifier for the container group definition to retrieve properties for. You can use either the Name or ARN value.

  • :version_number (Integer)

    The specific version to retrieve.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4658

def describe_container_group_definition(params = {}, options = {})
  req = build_request(:describe_container_group_definition, params)
  req.send_request(options)
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 in us-east-2, by all of the fleets that reside in ap-northeast-1.

  • Request specifies the Region us-east-1 with location ca-central-1. The result is limits and usage data on all instance types that are deployed in ca-central-1, by all of the fleets that reside in us-east-2. These limits do not affect fleets in any other Regions that deploy instances to ca-central-1.

  • Request specifies the Region eu-west-1 with location ca-central-1. The result is limits and usage data on all instance types that are deployed in ca-central-1, by all of the fleets that reside in eu-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

Setting up Amazon GameLift fleets

Examples:

Request syntax with placeholder values


resp = client.describe_ec2_instance_limits({
  ec2_instance_type: "t2.micro", # accepts t2.micro, t2.small, t2.medium, t2.large, c3.large, c3.xlarge, c3.2xlarge, c3.4xlarge, c3.8xlarge, c4.large, c4.xlarge, c4.2xlarge, c4.4xlarge, c4.8xlarge, c5.large, c5.xlarge, c5.2xlarge, c5.4xlarge, c5.9xlarge, c5.12xlarge, c5.18xlarge, c5.24xlarge, c5a.large, c5a.xlarge, c5a.2xlarge, c5a.4xlarge, c5a.8xlarge, c5a.12xlarge, c5a.16xlarge, c5a.24xlarge, r3.large, r3.xlarge, r3.2xlarge, r3.4xlarge, r3.8xlarge, r4.large, r4.xlarge, r4.2xlarge, r4.4xlarge, r4.8xlarge, r4.16xlarge, r5.large, r5.xlarge, r5.2xlarge, r5.4xlarge, r5.8xlarge, r5.12xlarge, r5.16xlarge, r5.24xlarge, r5a.large, r5a.xlarge, r5a.2xlarge, r5a.4xlarge, r5a.8xlarge, r5a.12xlarge, r5a.16xlarge, r5a.24xlarge, m3.medium, m3.large, m3.xlarge, m3.2xlarge, m4.large, m4.xlarge, m4.2xlarge, m4.4xlarge, m4.10xlarge, m5.large, m5.xlarge, m5.2xlarge, m5.4xlarge, m5.8xlarge, m5.12xlarge, m5.16xlarge, m5.24xlarge, m5a.large, m5a.xlarge, m5a.2xlarge, m5a.4xlarge, m5a.8xlarge, m5a.12xlarge, m5a.16xlarge, m5a.24xlarge, c5d.large, c5d.xlarge, c5d.2xlarge, c5d.4xlarge, c5d.9xlarge, c5d.12xlarge, c5d.18xlarge, c5d.24xlarge, c6a.large, c6a.xlarge, c6a.2xlarge, c6a.4xlarge, c6a.8xlarge, c6a.12xlarge, c6a.16xlarge, c6a.24xlarge, c6i.large, c6i.xlarge, c6i.2xlarge, c6i.4xlarge, c6i.8xlarge, c6i.12xlarge, c6i.16xlarge, c6i.24xlarge, r5d.large, r5d.xlarge, r5d.2xlarge, r5d.4xlarge, r5d.8xlarge, r5d.12xlarge, r5d.16xlarge, r5d.24xlarge, m6g.medium, m6g.large, m6g.xlarge, m6g.2xlarge, m6g.4xlarge, m6g.8xlarge, m6g.12xlarge, m6g.16xlarge, c6g.medium, c6g.large, c6g.xlarge, c6g.2xlarge, c6g.4xlarge, c6g.8xlarge, c6g.12xlarge, c6g.16xlarge, r6g.medium, r6g.large, r6g.xlarge, r6g.2xlarge, r6g.4xlarge, r6g.8xlarge, r6g.12xlarge, r6g.16xlarge, c6gn.medium, c6gn.large, c6gn.xlarge, c6gn.2xlarge, c6gn.4xlarge, c6gn.8xlarge, c6gn.12xlarge, c6gn.16xlarge, c7g.medium, c7g.large, c7g.xlarge, c7g.2xlarge, c7g.4xlarge, c7g.8xlarge, c7g.12xlarge, c7g.16xlarge, r7g.medium, r7g.large, r7g.xlarge, r7g.2xlarge, r7g.4xlarge, r7g.8xlarge, r7g.12xlarge, r7g.16xlarge, m7g.medium, m7g.large, m7g.xlarge, m7g.2xlarge, m7g.4xlarge, m7g.8xlarge, m7g.12xlarge, m7g.16xlarge, g5g.xlarge, g5g.2xlarge, g5g.4xlarge, g5g.8xlarge, g5g.16xlarge
  location: "LocationStringModel",
})

Response structure


resp.ec2_instance_limits #=> Array
resp.ec2_instance_limits[0].ec2_instance_type #=> String, one of "t2.micro", "t2.small", "t2.medium", "t2.large", "c3.large", "c3.xlarge", "c3.2xlarge", "c3.4xlarge", "c3.8xlarge", "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r3.large", "r3.xlarge", "r3.2xlarge", "r3.4xlarge", "r3.8xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m3.medium", "m3.large", "m3.xlarge", "m3.2xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge", "c5d.large", "c5d.xlarge", "c5d.2xlarge", "c5d.4xlarge", "c5d.9xlarge", "c5d.12xlarge", "c5d.18xlarge", "c5d.24xlarge", "c6a.large", "c6a.xlarge", "c6a.2xlarge", "c6a.4xlarge", "c6a.8xlarge", "c6a.12xlarge", "c6a.16xlarge", "c6a.24xlarge", "c6i.large", "c6i.xlarge", "c6i.2xlarge", "c6i.4xlarge", "c6i.8xlarge", "c6i.12xlarge", "c6i.16xlarge", "c6i.24xlarge", "r5d.large", "r5d.xlarge", "r5d.2xlarge", "r5d.4xlarge", "r5d.8xlarge", "r5d.12xlarge", "r5d.16xlarge", "r5d.24xlarge", "m6g.medium", "m6g.large", "m6g.xlarge", "m6g.2xlarge", "m6g.4xlarge", "m6g.8xlarge", "m6g.12xlarge", "m6g.16xlarge", "c6g.medium", "c6g.large", "c6g.xlarge", "c6g.2xlarge", "c6g.4xlarge", "c6g.8xlarge", "c6g.12xlarge", "c6g.16xlarge", "r6g.medium", "r6g.large", "r6g.xlarge", "r6g.2xlarge", "r6g.4xlarge", "r6g.8xlarge", "r6g.12xlarge", "r6g.16xlarge", "c6gn.medium", "c6gn.large", "c6gn.xlarge", "c6gn.2xlarge", "c6gn.4xlarge", "c6gn.8xlarge", "c6gn.12xlarge", "c6gn.16xlarge", "c7g.medium", "c7g.large", "c7g.xlarge", "c7g.2xlarge", "c7g.4xlarge", "c7g.8xlarge", "c7g.12xlarge", "c7g.16xlarge", "r7g.medium", "r7g.large", "r7g.xlarge", "r7g.2xlarge", "r7g.4xlarge", "r7g.8xlarge", "r7g.12xlarge", "r7g.16xlarge", "m7g.medium", "m7g.large", "m7g.xlarge", "m7g.2xlarge", "m7g.4xlarge", "m7g.8xlarge", "m7g.12xlarge", "m7g.16xlarge", "g5g.xlarge", "g5g.2xlarge", "g5g.4xlarge", "g5g.8xlarge", "g5g.16xlarge"
resp.ec2_instance_limits[0].current_instances #=> Integer
resp.ec2_instance_limits[0].instance_limit #=> Integer
resp.ec2_instance_limits[0].location #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :ec2_instance_type (String)

    Name of an Amazon EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Do not specify a value for this parameter to retrieve limits for all instance types.

  • :location (String)

    The name of a remote location to request instance limits for, in the form of an Amazon Web Services Region code such as us-west-2.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4756

def describe_ec2_instance_limits(params = {}, options = {})
  req = build_request(:describe_ec2_instance_limits, params)
  req.send_request(options)
end

#describe_fleet_attributes(params = {}) ⇒ Types::DescribeFleetAttributesOutput

Retrieves core fleet-wide properties for fleets in an Amazon Web Services Region. Properties include the computing hardware and deployment configuration for instances in the fleet.

You can use this operation in the following ways:

  • To get attributes for 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.

Some API operations limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number.

Learn more

Setting up Amazon GameLift fleets

The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.

Examples:

Request syntax with placeholder values


resp = client.describe_fleet_attributes({
  fleet_ids: ["FleetIdOrArn"],
  limit: 1,
  next_token: "NonZeroAndMaxString",
})

Response structure


resp.fleet_attributes #=> Array
resp.fleet_attributes[0].fleet_id #=> String
resp.fleet_attributes[0].fleet_arn #=> String
resp.fleet_attributes[0].fleet_type #=> String, one of "ON_DEMAND", "SPOT"
resp.fleet_attributes[0].instance_type #=> String, one of "t2.micro", "t2.small", "t2.medium", "t2.large", "c3.large", "c3.xlarge", "c3.2xlarge", "c3.4xlarge", "c3.8xlarge", "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r3.large", "r3.xlarge", "r3.2xlarge", "r3.4xlarge", "r3.8xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m3.medium", "m3.large", "m3.xlarge", "m3.2xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge", "c5d.large", "c5d.xlarge", "c5d.2xlarge", "c5d.4xlarge", "c5d.9xlarge", "c5d.12xlarge", "c5d.18xlarge", "c5d.24xlarge", "c6a.large", "c6a.xlarge", "c6a.2xlarge", "c6a.4xlarge", "c6a.8xlarge", "c6a.12xlarge", "c6a.16xlarge", "c6a.24xlarge", "c6i.large", "c6i.xlarge", "c6i.2xlarge", "c6i.4xlarge", "c6i.8xlarge", "c6i.12xlarge", "c6i.16xlarge", "c6i.24xlarge", "r5d.large", "r5d.xlarge", "r5d.2xlarge", "r5d.4xlarge", "r5d.8xlarge", "r5d.12xlarge", "r5d.16xlarge", "r5d.24xlarge", "m6g.medium", "m6g.large", "m6g.xlarge", "m6g.2xlarge", "m6g.4xlarge", "m6g.8xlarge", "m6g.12xlarge", "m6g.16xlarge", "c6g.medium", "c6g.large", "c6g.xlarge", "c6g.2xlarge", "c6g.4xlarge", "c6g.8xlarge", "c6g.12xlarge", "c6g.16xlarge", "r6g.medium", "r6g.large", "r6g.xlarge", "r6g.2xlarge", "r6g.4xlarge", "r6g.8xlarge", "r6g.12xlarge", "r6g.16xlarge", "c6gn.medium", "c6gn.large", "c6gn.xlarge", "c6gn.2xlarge", "c6gn.4xlarge", "c6gn.8xlarge", "c6gn.12xlarge", "c6gn.16xlarge", "c7g.medium", "c7g.large", "c7g.xlarge", "c7g.2xlarge", "c7g.4xlarge", "c7g.8xlarge", "c7g.12xlarge", "c7g.16xlarge", "r7g.medium", "r7g.large", "r7g.xlarge", "r7g.2xlarge", "r7g.4xlarge", "r7g.8xlarge", "r7g.12xlarge", "r7g.16xlarge", "m7g.medium", "m7g.large", "m7g.xlarge", "m7g.2xlarge", "m7g.4xlarge", "m7g.8xlarge", "m7g.12xlarge", "m7g.16xlarge", "g5g.xlarge", "g5g.2xlarge", "g5g.4xlarge", "g5g.8xlarge", "g5g.16xlarge"
resp.fleet_attributes[0].description #=> String
resp.fleet_attributes[0].name #=> String
resp.fleet_attributes[0].creation_time #=> Time
resp.fleet_attributes[0].termination_time #=> Time
resp.fleet_attributes[0].status #=> String, one of "NEW", "DOWNLOADING", "VALIDATING", "BUILDING", "ACTIVATING", "ACTIVE", "DELETING", "ERROR", "TERMINATED", "NOT_FOUND"
resp.fleet_attributes[0].build_id #=> String
resp.fleet_attributes[0].build_arn #=> String
resp.fleet_attributes[0].script_id #=> String
resp.fleet_attributes[0].script_arn #=> String
resp.fleet_attributes[0].server_launch_path #=> String
resp.fleet_attributes[0].server_launch_parameters #=> String
resp.fleet_attributes[0].log_paths #=> Array
resp.fleet_attributes[0].log_paths[0] #=> String
resp.fleet_attributes[0].new_game_session_protection_policy #=> String, one of "NoProtection", "FullProtection"
resp.fleet_attributes[0].operating_system #=> String, one of "WINDOWS_2012", "AMAZON_LINUX", "AMAZON_LINUX_2", "WINDOWS_2016", "AMAZON_LINUX_2023"
resp.fleet_attributes[0].resource_creation_limit_policy.new_game_sessions_per_creator #=> Integer
resp.fleet_attributes[0].resource_creation_limit_policy.policy_period_in_minutes #=> Integer
resp.fleet_attributes[0].metric_groups #=> Array
resp.fleet_attributes[0].metric_groups[0] #=> String
resp.fleet_attributes[0].stopped_actions #=> Array
resp.fleet_attributes[0].stopped_actions[0] #=> String, one of "AUTO_SCALING"
resp.fleet_attributes[0].instance_role_arn #=> String
resp.fleet_attributes[0].certificate_configuration.certificate_type #=> String, one of "DISABLED", "GENERATED"
resp.fleet_attributes[0].compute_type #=> String, one of "EC2", "ANYWHERE"
resp.fleet_attributes[0].anywhere_configuration.cost #=> String
resp.fleet_attributes[0].instance_role_credentials_provider #=> String, one of "SHARED_CREDENTIAL_FILE"
resp.next_token #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_ids (Array<String>)

    A list of unique fleet identifiers to retrieve attributes for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.

  • :limit (Integer)

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

  • :next_token (String)

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4864

def describe_fleet_attributes(params = {}, options = {})
  req = build_request(:describe_fleet_attributes, params)
  req.send_request(options)
end

#describe_fleet_capacity(params = {}) ⇒ Types::DescribeFleetCapacityOutput

Retrieves the resource capacity settings for one or more fleets. For a container fleet, this operation also returns counts for game server container groups.

With multi-location fleets, this operation retrieves data for the fleet's home Region only. To retrieve capacity for remote locations, see DescribeFleetLocationCapacity.

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. Capacity values are returned only for fleets that currently exist.

Some API operations may limit the number of fleet IDs that are allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Setting up Amazon GameLift fleets

GameLift metrics for fleets

The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.

Examples:

Request syntax with placeholder values


resp = client.describe_fleet_capacity({
  fleet_ids: ["FleetIdOrArn"],
  limit: 1,
  next_token: "NonZeroAndMaxString",
})

Response structure


resp.fleet_capacity #=> Array
resp.fleet_capacity[0].fleet_id #=> String
resp.fleet_capacity[0].fleet_arn #=> String
resp.fleet_capacity[0].instance_type #=> String, one of "t2.micro", "t2.small", "t2.medium", "t2.large", "c3.large", "c3.xlarge", "c3.2xlarge", "c3.4xlarge", "c3.8xlarge", "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r3.large", "r3.xlarge", "r3.2xlarge", "r3.4xlarge", "r3.8xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m3.medium", "m3.large", "m3.xlarge", "m3.2xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge", "c5d.large", "c5d.xlarge", "c5d.2xlarge", "c5d.4xlarge", "c5d.9xlarge", "c5d.12xlarge", "c5d.18xlarge", "c5d.24xlarge", "c6a.large", "c6a.xlarge", "c6a.2xlarge", "c6a.4xlarge", "c6a.8xlarge", "c6a.12xlarge", "c6a.16xlarge", "c6a.24xlarge", "c6i.large", "c6i.xlarge", "c6i.2xlarge", "c6i.4xlarge", "c6i.8xlarge", "c6i.12xlarge", "c6i.16xlarge", "c6i.24xlarge", "r5d.large", "r5d.xlarge", "r5d.2xlarge", "r5d.4xlarge", "r5d.8xlarge", "r5d.12xlarge", "r5d.16xlarge", "r5d.24xlarge", "m6g.medium", "m6g.large", "m6g.xlarge", "m6g.2xlarge", "m6g.4xlarge", "m6g.8xlarge", "m6g.12xlarge", "m6g.16xlarge", "c6g.medium", "c6g.large", "c6g.xlarge", "c6g.2xlarge", "c6g.4xlarge", "c6g.8xlarge", "c6g.12xlarge", "c6g.16xlarge", "r6g.medium", "r6g.large", "r6g.xlarge", "r6g.2xlarge", "r6g.4xlarge", "r6g.8xlarge", "r6g.12xlarge", "r6g.16xlarge", "c6gn.medium", "c6gn.large", "c6gn.xlarge", "c6gn.2xlarge", "c6gn.4xlarge", "c6gn.8xlarge", "c6gn.12xlarge", "c6gn.16xlarge", "c7g.medium", "c7g.large", "c7g.xlarge", "c7g.2xlarge", "c7g.4xlarge", "c7g.8xlarge", "c7g.12xlarge", "c7g.16xlarge", "r7g.medium", "r7g.large", "r7g.xlarge", "r7g.2xlarge", "r7g.4xlarge", "r7g.8xlarge", "r7g.12xlarge", "r7g.16xlarge", "m7g.medium", "m7g.large", "m7g.xlarge", "m7g.2xlarge", "m7g.4xlarge", "m7g.8xlarge", "m7g.12xlarge", "m7g.16xlarge", "g5g.xlarge", "g5g.2xlarge", "g5g.4xlarge", "g5g.8xlarge", "g5g.16xlarge"
resp.fleet_capacity[0].instance_counts.desired #=> Integer
resp.fleet_capacity[0].instance_counts.minimum #=> Integer
resp.fleet_capacity[0].instance_counts.maximum #=> Integer
resp.fleet_capacity[0].instance_counts.pending #=> Integer
resp.fleet_capacity[0].instance_counts.active #=> Integer
resp.fleet_capacity[0].instance_counts.idle #=> Integer
resp.fleet_capacity[0].instance_counts.terminating #=> Integer
resp.fleet_capacity[0].location #=> String
resp.fleet_capacity[0].game_server_container_group_counts.pending #=> Integer
resp.fleet_capacity[0].game_server_container_group_counts.active #=> Integer
resp.fleet_capacity[0].game_server_container_group_counts.idle #=> Integer
resp.fleet_capacity[0].game_server_container_group_counts.terminating #=> Integer
resp.next_token #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_ids (Array<String>)

    A unique identifier for the fleet to retrieve capacity information for. You can use either the fleet ID or ARN value. Leave this parameter empty to retrieve capacity information for all fleets.

  • :limit (Integer)

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

  • :next_token (String)

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4967

def describe_fleet_capacity(params = {}, options = {})
  req = build_request(:describe_fleet_capacity, params)
  req.send_request(options)
end

#describe_fleet_deployment(params = {}) ⇒ Types::DescribeFleetDeploymentOutput

Retrieves information about a managed container fleet deployment.

Request options

  • Get information about the latest deployment for a specific fleet. Provide the fleet ID or ARN.

  • Get information about a specific deployment. Provide the fleet ID or ARN and the deployment ID.

Results

If successful, a FleetDeployment object is returned.

Examples:

Request syntax with placeholder values


resp = client.describe_fleet_deployment({
  fleet_id: "FleetIdOrArn", # required
  deployment_id: "DeploymentId",
})

Response structure


resp.fleet_deployment.deployment_id #=> String
resp.fleet_deployment.fleet_id #=> String
resp.fleet_deployment.game_server_binary_arn #=> String
resp.fleet_deployment.rollback_game_server_binary_arn #=> String
resp.fleet_deployment.per_instance_binary_arn #=> String
resp.fleet_deployment.rollback_per_instance_binary_arn #=> String
resp.fleet_deployment.deployment_status #=> String, one of "IN_PROGRESS", "IMPAIRED", "COMPLETE", "ROLLBACK_IN_PROGRESS", "ROLLBACK_COMPLETE", "CANCELLED", "PENDING"
resp.fleet_deployment.deployment_configuration.protection_strategy #=> String, one of "WITH_PROTECTION", "IGNORE_PROTECTION"
resp.fleet_deployment.deployment_configuration.minimum_healthy_percentage #=> Integer
resp.fleet_deployment.deployment_configuration.impairment_strategy #=> String, one of "MAINTAIN", "ROLLBACK"
resp.fleet_deployment.creation_time #=> Time
resp.locational_deployments #=> Hash
resp.locational_deployments["NonZeroAnd128MaxAsciiString"].deployment_status #=> String, one of "IN_PROGRESS", "IMPAIRED", "COMPLETE", "ROLLBACK_IN_PROGRESS", "ROLLBACK_COMPLETE", "CANCELLED", "PENDING"

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (required, String)

    A unique identifier for the container fleet. You can use either the fleet ID or ARN value.

  • :deployment_id (String)

    A unique identifier for the deployment to return information for.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5025

def describe_fleet_deployment(params = {}, options = {})
  req = build_request(:describe_fleet_deployment, params)
  req.send_request(options)
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.

Examples:

Request syntax with placeholder values


resp = client.describe_fleet_events({
  fleet_id: "FleetIdOrArn", # required
  start_time: Time.now,
  end_time: Time.now,
  limit: 1,
  next_token: "NonZeroAndMaxString",
})

Response structure


resp.events #=> Array
resp.events[0].event_id #=> String
resp.events[0].resource_id #=> String
resp.events[0].event_code #=> String, one of "GENERIC_EVENT", "FLEET_CREATED", "FLEET_DELETED", "FLEET_SCALING_EVENT", "FLEET_STATE_DOWNLOADING", "FLEET_STATE_VALIDATING", "FLEET_STATE_BUILDING", "FLEET_STATE_ACTIVATING", "FLEET_STATE_ACTIVE", "FLEET_STATE_ERROR", "FLEET_STATE_PENDING", "FLEET_STATE_CREATING", "FLEET_STATE_CREATED", "FLEET_STATE_UPDATING", "FLEET_INITIALIZATION_FAILED", "FLEET_BINARY_DOWNLOAD_FAILED", "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND", "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE", "FLEET_VALIDATION_TIMED_OUT", "FLEET_ACTIVATION_FAILED", "FLEET_ACTIVATION_FAILED_NO_INSTANCES", "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED", "SERVER_PROCESS_INVALID_PATH", "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT", "SERVER_PROCESS_PROCESS_READY_TIMEOUT", "SERVER_PROCESS_CRASHED", "SERVER_PROCESS_TERMINATED_UNHEALTHY", "SERVER_PROCESS_FORCE_TERMINATED", "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT", "SERVER_PROCESS_SDK_INITIALIZATION_FAILED", "SERVER_PROCESS_MISCONFIGURED_CONTAINER_PORT", "GAME_SESSION_ACTIVATION_TIMEOUT", "FLEET_CREATION_EXTRACTING_BUILD", "FLEET_CREATION_RUNNING_INSTALLER", "FLEET_CREATION_VALIDATING_RUNTIME_CONFIG", "FLEET_VPC_PEERING_SUCCEEDED", "FLEET_VPC_PEERING_FAILED", "FLEET_VPC_PEERING_DELETED", "INSTANCE_INTERRUPTED", "INSTANCE_RECYCLED", "INSTANCE_REPLACED_UNHEALTHY", "FLEET_CREATION_COMPLETED_INSTALLER", "FLEET_CREATION_FAILED_INSTALLER", "COMPUTE_LOG_UPLOAD_FAILED", "GAME_SERVER_CONTAINER_GROUP_CRASHED", "PER_INSTANCE_CONTAINER_GROUP_CRASHED", "GAME_SERVER_CONTAINER_GROUP_REPLACED_UNHEALTHY", "LOCATION_STATE_PENDING", "LOCATION_STATE_CREATING", "LOCATION_STATE_CREATED", "LOCATION_STATE_ACTIVATING", "LOCATION_STATE_ACTIVE", "LOCATION_STATE_UPDATING", "LOCATION_STATE_ERROR", "LOCATION_STATE_DELETING", "LOCATION_STATE_DELETED"
resp.events[0].message #=> String
resp.events[0].event_time #=> Time
resp.events[0].pre_signed_log_url #=> String
resp.events[0].count #=> Integer
resp.next_token #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (required, String)

    A unique identifier for the fleet to get event logs for. You can use either the fleet ID or ARN value.

  • :start_time (Time, DateTime, Date, Integer, String)

    The earliest date to retrieve event logs for. If no start time is specified, this call returns entries starting from when the fleet was created to the specified end time. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").

  • :end_time (Time, DateTime, Date, Integer, String)

    The most recent date to retrieve event logs for. If no end time is specified, this call returns entries from the specified start time up to the present. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").

  • :limit (Integer)

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

  • :next_token (String)

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5110

def describe_fleet_events(params = {}, options = {})
  req = build_request(:describe_fleet_events, params)
  req.send_request(options)
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

Amazon GameLift service locations for managed hosting

The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.

Examples:

Request syntax with placeholder values


resp = client.describe_fleet_location_attributes({
  fleet_id: "FleetIdOrArn", # required
  locations: ["LocationStringModel"],
  limit: 1,
  next_token: "NonZeroAndMaxString",
})

Response structure


resp.fleet_id #=> String
resp.fleet_arn #=> String
resp.location_attributes #=> Array
resp.location_attributes[0].location_state.location #=> String
resp.location_attributes[0].location_state.status #=> String, one of "NEW", "DOWNLOADING", "VALIDATING", "BUILDING", "ACTIVATING", "ACTIVE", "DELETING", "ERROR", "TERMINATED", "NOT_FOUND"
resp.location_attributes[0].stopped_actions #=> Array
resp.location_attributes[0].stopped_actions[0] #=> String, one of "AUTO_SCALING"
resp.location_attributes[0].update_status #=> String, one of "PENDING_UPDATE"
resp.next_token #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (required, String)

    A unique identifier for the fleet to retrieve remote locations for. You can use either the fleet ID or ARN value.

  • :locations (Array<String>)

    A list of fleet locations to retrieve information for. Specify locations in the form of an Amazon Web Services Region code, such as us-west-2.

  • :limit (Integer)

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This limit is not currently enforced.

  • :next_token (String)

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5201

def describe_fleet_location_attributes(params = {}, options = {})
  req = build_request(:describe_fleet_location_attributes, params)
  req.send_request(options)
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. For a managed container fleet, this operation also returns counts for game server container groups.

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

Setting up Amazon GameLift fleets

Amazon GameLift service locations for managed hosting

GameLift metrics for fleets

Examples:

Request syntax with placeholder values


resp = client.describe_fleet_location_capacity({
  fleet_id: "FleetIdOrArn", # required
  location: "LocationStringModel", # required
})

Response structure


resp.fleet_capacity.fleet_id #=> String
resp.fleet_capacity.fleet_arn #=> String
resp.fleet_capacity.instance_type #=> String, one of "t2.micro", "t2.small", "t2.medium", "t2.large", "c3.large", "c3.xlarge", "c3.2xlarge", "c3.4xlarge", "c3.8xlarge", "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r3.large", "r3.xlarge", "r3.2xlarge", "r3.4xlarge", "r3.8xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m3.medium", "m3.large", "m3.xlarge", "m3.2xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge", "c5d.large", "c5d.xlarge", "c5d.2xlarge", "c5d.4xlarge", "c5d.9xlarge", "c5d.12xlarge", "c5d.18xlarge", "c5d.24xlarge", "c6a.large", "c6a.xlarge", "c6a.2xlarge", "c6a.4xlarge", "c6a.8xlarge", "c6a.12xlarge", "c6a.16xlarge", "c6a.24xlarge", "c6i.large", "c6i.xlarge", "c6i.2xlarge", "c6i.4xlarge", "c6i.8xlarge", "c6i.12xlarge", "c6i.16xlarge", "c6i.24xlarge", "r5d.large", "r5d.xlarge", "r5d.2xlarge", "r5d.4xlarge", "r5d.8xlarge", "r5d.12xlarge", "r5d.16xlarge", "r5d.24xlarge", "m6g.medium", "m6g.large", "m6g.xlarge", "m6g.2xlarge", "m6g.4xlarge", "m6g.8xlarge", "m6g.12xlarge", "m6g.16xlarge", "c6g.medium", "c6g.large", "c6g.xlarge", "c6g.2xlarge", "c6g.4xlarge", "c6g.8xlarge", "c6g.12xlarge", "c6g.16xlarge", "r6g.medium", "r6g.large", "r6g.xlarge", "r6g.2xlarge", "r6g.4xlarge", "r6g.8xlarge", "r6g.12xlarge", "r6g.16xlarge", "c6gn.medium", "c6gn.large", "c6gn.xlarge", "c6gn.2xlarge", "c6gn.4xlarge", "c6gn.8xlarge", "c6gn.12xlarge", "c6gn.16xlarge", "c7g.medium", "c7g.large", "c7g.xlarge", "c7g.2xlarge", "c7g.4xlarge", "c7g.8xlarge", "c7g.12xlarge", "c7g.16xlarge", "r7g.medium", "r7g.large", "r7g.xlarge", "r7g.2xlarge", "r7g.4xlarge", "r7g.8xlarge", "r7g.12xlarge", "r7g.16xlarge", "m7g.medium", "m7g.large", "m7g.xlarge", "m7g.2xlarge", "m7g.4xlarge", "m7g.8xlarge", "m7g.12xlarge", "m7g.16xlarge", "g5g.xlarge", "g5g.2xlarge", "g5g.4xlarge", "g5g.8xlarge", "g5g.16xlarge"
resp.fleet_capacity.instance_counts.desired #=> Integer
resp.fleet_capacity.instance_counts.minimum #=> Integer
resp.fleet_capacity.instance_counts.maximum #=> Integer
resp.fleet_capacity.instance_counts.pending #=> Integer
resp.fleet_capacity.instance_counts.active #=> Integer
resp.fleet_capacity.instance_counts.idle #=> Integer
resp.fleet_capacity.instance_counts.terminating #=> Integer
resp.fleet_capacity.location #=> String
resp.fleet_capacity.game_server_container_group_counts.pending #=> Integer
resp.fleet_capacity.game_server_container_group_counts.active #=> Integer
resp.fleet_capacity.game_server_container_group_counts.idle #=> Integer
resp.fleet_capacity.game_server_container_group_counts.terminating #=> Integer

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (required, String)

    A unique identifier for the fleet to request location capacity for. You can use either the fleet ID or ARN value.

  • :location (required, String)

    The fleet location to retrieve capacity information for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5277

def describe_fleet_location_capacity(params = {}, options = {})
  req = build_request(:describe_fleet_location_capacity, params)
  req.send_request(options)
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

Setting up Amazon GameLift fleets

Amazon GameLift service locations for managed hosting

GameLift metrics for fleets

Examples:

Request syntax with placeholder values


resp = client.describe_fleet_location_utilization({
  fleet_id: "FleetIdOrArn", # required
  location: "LocationStringModel", # required
})

Response structure


resp.fleet_utilization.fleet_id #=> String
resp.fleet_utilization.fleet_arn #=> String
resp.fleet_utilization.active_server_process_count #=> Integer
resp.fleet_utilization.active_game_session_count #=> Integer
resp.fleet_utilization.current_player_session_count #=> Integer
resp.fleet_utilization.maximum_player_session_count #=> Integer
resp.fleet_utilization.location #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (required, String)

    A unique identifier for the fleet to request location utilization for. You can use either the fleet ID or ARN value.

  • :location (required, String)

    The fleet location to retrieve utilization information for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5341

def describe_fleet_location_utilization(params = {}, options = {})
  req = build_request(:describe_fleet_location_utilization, params)
  req.send_request(options)
end

#describe_fleet_port_settings(params = {}) ⇒ Types::DescribeFleetPortSettingsOutput

Retrieves a fleet's inbound connection permissions. Inbound permissions specify IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game server processes that are running in the fleet must use a port that falls within this range. To connect to game server processes on a managed container fleet, the port settings should include one or more of the container fleet's connection ports.

Use this operation in the following ways:

  • To retrieve the port settings 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 specifying a location, this operation returns a pending status. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up Amazon GameLift fleets

Examples:

Request syntax with placeholder values


resp = client.describe_fleet_port_settings({
  fleet_id: "FleetIdOrArn", # required
  location: "LocationStringModel",
})

Response structure


resp.fleet_id #=> String
resp.fleet_arn #=> String
resp.inbound_permissions #=> Array
resp.inbound_permissions[0].from_port #=> Integer
resp.inbound_permissions[0].to_port #=> Integer
resp.inbound_permissions[0].ip_range #=> String
resp.inbound_permissions[0].protocol #=> String, one of "TCP", "UDP"
resp.update_status #=> String, one of "PENDING_UPDATE"
resp.location #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (required, String)

    A unique identifier for the fleet to retrieve port settings for. You can use either the fleet ID or ARN value.

  • :location (String)

    A remote location to check for status of port setting updates. Use the Amazon Web Services Region code format, such as us-west-2.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5415

def describe_fleet_port_settings(params = {}, options = {})
  req = build_request(:describe_fleet_port_settings, params)
  req.send_request(options)
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.

Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Setting up Amazon GameLift Fleets

GameLift Metrics for Fleets

The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.

Examples:

Request syntax with placeholder values


resp = client.describe_fleet_utilization({
  fleet_ids: ["FleetIdOrArn"],
  limit: 1,
  next_token: "NonZeroAndMaxString",
})

Response structure


resp.fleet_utilization #=> Array
resp.fleet_utilization[0].fleet_id #=> String
resp.fleet_utilization[0].fleet_arn #=> String
resp.fleet_utilization[0].active_server_process_count #=> Integer
resp.fleet_utilization[0].active_game_session_count #=> Integer
resp.fleet_utilization[0].current_player_session_count #=> Integer
resp.fleet_utilization[0].maximum_player_session_count #=> Integer
resp.fleet_utilization[0].location #=> String
resp.next_token #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_ids (Array<String>)

    A unique identifier for the fleet to retrieve utilization data for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.

  • :limit (Integer)

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

  • :next_token (String)

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5511

def describe_fleet_utilization(params = {}, options = {})
  req = build_request(:describe_fleet_utilization, params)
  req.send_request(options)
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

Amazon GameLift FleetIQ Guide

Examples:

Request syntax with placeholder values


resp = client.describe_game_server({
  game_server_group_name: "GameServerGroupNameOrArn", # required
  game_server_id: "GameServerId", # required
})

Response structure


resp.game_server.game_server_group_name #=> String
resp.game_server.game_server_group_arn #=> String
resp.game_server.game_server_id #=> String
resp.game_server.instance_id #=> String
resp.game_server.connection_info #=> String
resp.game_server.game_server_data #=> String
resp.game_server.claim_status #=> String, one of "CLAIMED"
resp.game_server.utilization_status #=> String, one of "AVAILABLE", "UTILIZED"
resp.game_server.registration_time #=> Time
resp.game_server.last_claim_time #=> Time
resp.game_server.last_health_check_time #=> Time

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :game_server_group_name (required, String)

    A unique identifier for the game server group where the game server is running.

  • :game_server_id (required, String)

    A custom string that uniquely identifies the game server information to be retrieved.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5571

def describe_game_server(params = {}, options = {})
  req = build_request(:describe_game_server, params)
  req.send_request(options)
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

Amazon GameLift FleetIQ Guide

Examples:

Request syntax with placeholder values


resp = client.describe_game_server_group({
  game_server_group_name: "GameServerGroupNameOrArn", # required
})

Response structure


resp.game_server_group.game_server_group_name #=> String
resp.game_server_group.game_server_group_arn #=> String
resp.game_server_group.role_arn #=> String
resp.game_server_group.instance_definitions #=> Array
resp.game_server_group.instance_definitions[0].instance_type #=> String, one of "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "c6g.medium", "c6g.large", "c6g.xlarge", "c6g.2xlarge", "c6g.4xlarge", "c6g.8xlarge", "c6g.12xlarge", "c6g.16xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "r6g.medium", "r6g.large", "r6g.xlarge", "r6g.2xlarge", "r6g.4xlarge", "r6g.8xlarge", "r6g.12xlarge", "r6g.16xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge", "m6g.medium", "m6g.large", "m6g.xlarge", "m6g.2xlarge", "m6g.4xlarge", "m6g.8xlarge", "m6g.12xlarge", "m6g.16xlarge"
resp.game_server_group.instance_definitions[0].weighted_capacity #=> String
resp.game_server_group.balancing_strategy #=> String, one of "SPOT_ONLY", "SPOT_PREFERRED", "ON_DEMAND_ONLY"
resp.game_server_group.game_server_protection_policy #=> String, one of "NO_PROTECTION", "FULL_PROTECTION"
resp.game_server_group.auto_scaling_group_arn #=> String
resp.game_server_group.status #=> String, one of "NEW", "ACTIVATING", "ACTIVE", "DELETE_SCHEDULED", "DELETING", "DELETED", "ERROR"
resp.game_server_group.status_reason #=> String
resp.game_server_group.suspended_actions #=> Array
resp.game_server_group.suspended_actions[0] #=> String, one of "REPLACE_INSTANCE_TYPES"
resp.game_server_group.creation_time #=> Time
resp.game_server_group.last_updated_time #=> Time

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :game_server_group_name (required, String)

    A unique identifier for the game server group. Use either the name or ARN value.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5632

def describe_game_server_group(params = {}, options = {})
  req = build_request(:describe_game_server_group, params)
  req.send_request(options)
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

Amazon GameLift FleetIQ Guide

The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.

Examples:

Request syntax with placeholder values


resp = client.describe_game_server_instances({
  game_server_group_name: "GameServerGroupNameOrArn", # required
  instance_ids: ["GameServerInstanceId"],
  limit: 1,
  next_token: "NonZeroAndMaxString",
})

Response structure


resp.game_server_instances #=> Array
resp.game_server_instances[0].game_server_group_name #=> String
resp.game_server_instances[0].game_server_group_arn #=> String
resp.game_server_instances[0].instance_id #=> String
resp.game_server_instances[0].instance_status #=> String, one of "ACTIVE", "DRAINING", "SPOT_TERMINATING"
resp.next_token #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :game_server_group_name (required, String)

    A unique identifier for the game server group. Use either the name or ARN value.

  • :instance_ids (Array<String>)

    The Amazon EC2 instance IDs that you want to retrieve status on. Amazon EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0. To retrieve all instances in the game server group, leave this parameter empty.

  • :limit (Integer)

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

  • :next_token (String)

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5713

def describe_game_server_instances(params = {}, options = {})
  req = build_request(:describe_game_server_instances, params)
  req.send_request(options)
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

Find a game session

All APIs by task

The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.

Examples:

Request syntax with placeholder values


resp = client.describe_game_session_details({
  fleet_id: "FleetIdOrArn",
  game_session_id: "ArnStringModel",
  alias_id: "AliasIdOrArn",
  location: "LocationStringModel",
  status_filter: "NonZeroAndMaxString",
  limit: 1,
  next_token: "NonZeroAndMaxString",
})

Response structure


resp.game_session_details #=> Array
resp.game_session_details[0].game_session.game_session_id #=> String
resp.game_session_details[0].game_session.name #=> String
resp.game_session_details[0].game_session.fleet_id #=> String
resp.game_session_details[0].game_session.fleet_arn #=> String
resp.game_session_details[0].game_session.creation_time #=> Time
resp.game_session_details[0].game_session.termination_time #=> Time
resp.game_session_details[0].game_session.current_player_session_count #=> Integer
resp.game_session_details[0].game_session.maximum_player_session_count #=> Integer
resp.game_session_details[0].game_session.status #=> String, one of "ACTIVE", "ACTIVATING", "TERMINATED", "TERMINATING", "ERROR"
resp.game_session_details[0].game_session.status_reason #=> String, one of "INTERRUPTED"
resp.game_session_details[0].game_session.game_properties #=> Array
resp.game_session_details[0].game_session.game_properties[0].key #=> String
resp.game_session_details[0].game_session.game_properties[0].value #=> String
resp.game_session_details[0].game_session.ip_address #=> String
resp.game_session_details[0].game_session.dns_name #=> String
resp.game_session_details[0].game_session.port #=> Integer
resp.game_session_details[0].game_session.player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL"
resp.game_session_details[0].game_session.creator_id #=> String
resp.game_session_details[0].game_session.game_session_data #=> String
resp.game_session_details[0].game_session.matchmaker_data #=> String
resp.game_session_details[0].game_session.location #=> String
resp.game_session_details[0].protection_policy #=> String, one of "NoProtection", "FullProtection"
resp.next_token #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (String)

    A unique identifier for the fleet to retrieve all game sessions active on the fleet. You can use either the fleet ID or ARN value.

  • :game_session_id (String)

    A unique identifier for the game session to retrieve.

  • :alias_id (String)

    A unique identifier for the alias associated with the fleet to retrieve all game sessions for. You can use either the alias ID or ARN value.

  • :location (String)

    A fleet location to get game session details for. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2.

  • :status_filter (String)

    Game session status to filter results on. Possible game session statuses include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are transitory).

  • :limit (Integer)

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

  • :next_token (String)

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5839

def describe_game_session_details(params = {}, options = {})
  req = build_request(:describe_game_session_details, params)
  req.send_request(options)
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.

Examples:

Request syntax with placeholder values


resp = client.describe_game_session_placement({
  placement_id: "IdStringModel", # required
})

Response structure


resp.game_session_placement.placement_id #=> String
resp.game_session_placement.game_session_queue_name #=> String
resp.game_session_placement.status #=> String, one of "PENDING", "FULFILLED", "CANCELLED", "TIMED_OUT", "FAILED"
resp.game_session_placement.game_properties #=> Array
resp.game_session_placement.game_properties[0].key #=> String
resp.game_session_placement.game_properties[0].value #=> String
resp.game_session_placement.maximum_player_session_count #=> Integer
resp.game_session_placement.game_session_name #=> String
resp.game_session_placement.game_session_id #=> String
resp.game_session_placement.game_session_arn #=> String
resp.game_session_placement.game_session_region #=> String
resp.game_session_placement.player_latencies #=> Array
resp.game_session_placement.player_latencies[0].player_id #=> String
resp.game_session_placement.player_latencies[0].region_identifier #=> String
resp.game_session_placement.player_latencies[0].latency_in_milliseconds #=> Float
resp.game_session_placement.start_time #=> Time
resp.game_session_placement.end_time #=> Time
resp.game_session_placement.ip_address #=> String
resp.game_session_placement.dns_name #=> String
resp.game_session_placement.port #=> Integer
resp.game_session_placement.placed_player_sessions #=> Array
resp.game_session_placement.placed_player_sessions[0].player_id #=> String
resp.game_session_placement.placed_player_sessions[0].player_session_id #=> String
resp.game_session_placement.game_session_data #=> String
resp.game_session_placement.matchmaker_data #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :placement_id (required, String)

    A unique identifier for a game session placement to retrieve.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5902

def describe_game_session_placement(params = {}, options = {})
  req = build_request(:describe_game_session_placement, params)
  req.send_request(options)
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

View Your Queues

The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.

Examples:

Request syntax with placeholder values


resp = client.describe_game_session_queues({
  names: ["GameSessionQueueNameOrArn"],
  limit: 1,
  next_token: "NonZeroAndMaxString",
})

Response structure


resp.game_session_queues #=> Array
resp.game_session_queues[0].name #=> String
resp.game_session_queues[0].game_session_queue_arn #=> String
resp.game_session_queues[0].timeout_in_seconds #=> Integer
resp.game_session_queues[0].player_latency_policies #=> Array
resp.game_session_queues[0].player_latency_policies[0].maximum_individual_player_latency_milliseconds #=> Integer
resp.game_session_queues[0].player_latency_policies[0].policy_duration_seconds #=> Integer
resp.game_session_queues[0].destinations #=> Array
resp.game_session_queues[0].destinations[0].destination_arn #=> String
resp.game_session_queues[0].filter_configuration.allowed_locations #=> Array
resp.game_session_queues[0].filter_configuration.allowed_locations[0] #=> String
resp.game_session_queues[0].priority_configuration.priority_order #=> Array
resp.game_session_queues[0].priority_configuration.priority_order[0] #=> String, one of "LATENCY", "COST", "DESTINATION", "LOCATION"
resp.game_session_queues[0].priority_configuration.location_order #=> Array
resp.game_session_queues[0].priority_configuration.location_order[0] #=> String
resp.game_session_queues[0].custom_event_data #=> String
resp.game_session_queues[0].notification_target #=> String
resp.next_token #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :names (Array<String>)

    A list of queue names to retrieve information for. You can use either the queue ID or ARN value. To request settings for all queues, leave this parameter empty.

  • :limit (Integer)

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. You can request up to 50 results.

  • :next_token (String)

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5977

def describe_game_session_queues(params = {}, options = {})
  req = build_request(:describe_game_session_queues, params)
  req.send_request(options)
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

Find a game session

All APIs by task

The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.

Examples:

Request syntax with placeholder values


resp = client.describe_game_sessions({
  fleet_id: "FleetIdOrArn",
  game_session_id: "ArnStringModel",
  alias_id: "AliasIdOrArn",
  location: "LocationStringModel",
  status_filter: "NonZeroAndMaxString",
  limit: 1,
  next_token: "NonZeroAndMaxString",
})

Response structure


resp.game_sessions #=> Array
resp.game_sessions[0].game_session_id #=> String
resp.game_sessions[0].name #=> String
resp.game_sessions[0].fleet_id #=> String
resp.game_sessions[0].fleet_arn #=> String
resp.game_sessions[0].creation_time #=> Time
resp.game_sessions[0].termination_time #=> Time
resp.game_sessions[0].current_player_session_count #=> Integer
resp.game_sessions[0].maximum_player_session_count #=> Integer
resp.game_sessions[0].status #=> String, one of "ACTIVE", "ACTIVATING", "TERMINATED", "TERMINATING", "ERROR"
resp.game_sessions[0].status_reason #=> String, one of "INTERRUPTED"
resp.game_sessions[0].game_properties #=> Array
resp.game_sessions[0].game_properties[0].key #=> String
resp.game_sessions[0].game_properties[0].value #=> String
resp.game_sessions[0].ip_address #=> String
resp.game_sessions[0].dns_name #=> String
resp.game_sessions[0].port #=> Integer
resp.game_sessions[0].player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL"
resp.game_sessions[0].creator_id #=> String
resp.game_sessions[0].game_session_data #=> String
resp.game_sessions[0].matchmaker_data #=> String
resp.game_sessions[0].location #=> String
resp.next_token #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (String)

    A unique identifier for the fleet to retrieve game sessions for. You can use either the fleet ID or ARN value.

  • :game_session_id (String)

    A unique identifier for the game session to retrieve.

  • :alias_id (String)

    A unique identifier for the alias associated with the fleet to retrieve game sessions for. You can use either the alias ID or ARN value.

  • :location (String)

    A fleet location to get game sessions for. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2.

  • :status_filter (String)

    Game session status to filter results on. You can filter on the following states: ACTIVE, TERMINATED, ACTIVATING, and TERMINATING. The last two are transitory and used for only very brief periods of time.

  • :limit (Integer)

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

  • :next_token (String)

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6111

def describe_game_sessions(params = {}, options = {})
  req = build_request(:describe_game_sessions, params)
  req.send_request(options)
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

Debug fleet issues

Related actions

All APIs by task

The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.

Examples:

Request syntax with placeholder values


resp = client.describe_instances({
  fleet_id: "FleetIdOrArn", # required
  instance_id: "InstanceId",
  limit: 1,
  next_token: "NonZeroAndMaxString",
  location: "LocationStringModel",
})

Response structure


resp.instances #=> Array
resp.instances[0].fleet_id #=> String
resp.instances[0].fleet_arn #=> String
resp.instances[0].instance_id #=> String
resp.instances[0].ip_address #=> String
resp.instances[0].dns_name #=> String
resp.instances[0].operating_system #=> String, one of "WINDOWS_2012", "AMAZON_LINUX", "AMAZON_LINUX_2", "WINDOWS_2016", "AMAZON_LINUX_2023"
resp.instances[0].type #=> String, one of "t2.micro", "t2.small", "t2.medium", "t2.large", "c3.large", "c3.xlarge", "c3.2xlarge", "c3.4xlarge", "c3.8xlarge", "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r3.large", "r3.xlarge", "r3.2xlarge", "r3.4xlarge", "r3.8xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m3.medium", "m3.large", "m3.xlarge", "m3.2xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge", "c5d.large", "c5d.xlarge", "c5d.2xlarge", "c5d.4xlarge", "c5d.9xlarge", "c5d.12xlarge", "c5d.18xlarge", "c5d.24xlarge", "c6a.large", "c6a.xlarge", "c6a.2xlarge", "c6a.4xlarge", "c6a.8xlarge", "c6a.12xlarge", "c6a.16xlarge", "c6a.24xlarge", "c6i.large", "c6i.xlarge", "c6i.2xlarge", "c6i.4xlarge", "c6i.8xlarge", "c6i.12xlarge", "c6i.16xlarge", "c6i.24xlarge", "r5d.large", "r5d.xlarge", "r5d.2xlarge", "r5d.4xlarge", "r5d.8xlarge", "r5d.12xlarge", "r5d.16xlarge", "r5d.24xlarge", "m6g.medium", "m6g.large", "m6g.xlarge", "m6g.2xlarge", "m6g.4xlarge", "m6g.8xlarge", "m6g.12xlarge", "m6g.16xlarge", "c6g.medium", "c6g.large", "c6g.xlarge", "c6g.2xlarge", "c6g.4xlarge", "c6g.8xlarge", "c6g.12xlarge", "c6g.16xlarge", "r6g.medium", "r6g.large", "r6g.xlarge", "r6g.2xlarge", "r6g.4xlarge", "r6g.8xlarge", "r6g.12xlarge", "r6g.16xlarge", "c6gn.medium", "c6gn.large", "c6gn.xlarge", "c6gn.2xlarge", "c6gn.4xlarge", "c6gn.8xlarge", "c6gn.12xlarge", "c6gn.16xlarge", "c7g.medium", "c7g.large", "c7g.xlarge", "c7g.2xlarge", "c7g.4xlarge", "c7g.8xlarge", "c7g.12xlarge", "c7g.16xlarge", "r7g.medium", "r7g.large", "r7g.xlarge", "r7g.2xlarge", "r7g.4xlarge", "r7g.8xlarge", "r7g.12xlarge", "r7g.16xlarge", "m7g.medium", "m7g.large", "m7g.xlarge", "m7g.2xlarge", "m7g.4xlarge", "m7g.8xlarge", "m7g.12xlarge", "m7g.16xlarge", "g5g.xlarge", "g5g.2xlarge", "g5g.4xlarge", "g5g.8xlarge", "g5g.16xlarge"
resp.instances[0].status #=> String, one of "PENDING", "ACTIVE", "TERMINATING"
resp.instances[0].creation_time #=> Time
resp.instances[0].location #=> String
resp.next_token #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (required, String)

    A unique identifier for the fleet to retrieve instance information for. You can use either the fleet ID or ARN value.

  • :instance_id (String)

    A unique identifier for an instance to retrieve. Specify an instance ID or leave blank to retrieve all instances in the fleet.

  • :limit (Integer)

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

  • :next_token (String)

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

  • :location (String)

    The name of a location to retrieve instance information for, in the form of an Amazon Web Services Region code such as us-west-2.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6216

def describe_instances(params = {}, options = {})
  req = build_request(:describe_instances, params)
  req.send_request(options)
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

Add FlexMatch to a game client

Set Up FlexMatch event notification

Examples:

Request syntax with placeholder values


resp = client.describe_matchmaking({
  ticket_ids: ["MatchmakingIdStringModel"], # required
})

Response structure


resp.ticket_list #=> Array
resp.ticket_list[0].ticket_id #=> String
resp.ticket_list[0].configuration_name #=> String
resp.ticket_list[0].configuration_arn #=> String
resp.ticket_list[0].status #=> String, one of "CANCELLED", "COMPLETED", "FAILED", "PLACING", "QUEUED", "REQUIRES_ACCEPTANCE", "SEARCHING", "TIMED_OUT"
resp.ticket_list[0].status_reason #=> String
resp.ticket_list[0].status_message #=> String
resp.ticket_list[0].start_time #=> Time
resp.ticket_list[0].end_time #=> Time
resp.ticket_list[0].players #=> Array
resp.ticket_list[0].players[0].player_id #=> String
resp.ticket_list[0].players[0].player_attributes #=> Hash
resp.ticket_list[0].players[0].player_attributes["NonZeroAndMaxString"] #=> <Hash,Array,String,Numeric,Boolean,IO,Set,nil>
resp.ticket_list[0].players[0].team #=> String
resp.ticket_list[0].players[0].latency_in_ms #=> Hash
resp.ticket_list[0].players[0].latency_in_ms["NonEmptyString"] #=> Integer
resp.ticket_list[0].game_session_connection_info.game_session_arn #=> String
resp.ticket_list[0].game_session_connection_info.ip_address #=> String
resp.ticket_list[0].game_session_connection_info.dns_name #=> String
resp.ticket_list[0].game_session_connection_info.port #=> Integer
resp.ticket_list[0].game_session_connection_info.matched_player_sessions #=> Array
resp.ticket_list[0].game_session_connection_info.matched_player_sessions[0].player_id #=> String
resp.ticket_list[0].game_session_connection_info.matched_player_sessions[0].player_session_id #=> String
resp.ticket_list[0].estimated_wait_time #=> Integer

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :ticket_ids (required, Array<String>)

    A unique identifier for a matchmaking ticket. You can include up to 10 ID values.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6293

def describe_matchmaking(params = {}, options = {})
  req = build_request(:describe_matchmaking, params)
  req.send_request(options)
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.

Examples:

Request syntax with placeholder values


resp = client.describe_matchmaking_configurations({
  names: ["MatchmakingConfigurationName"],
  rule_set_name: "MatchmakingRuleSetName",
  limit: 1,
  next_token: "NonZeroAndMaxString",
})

Response structure


resp.configurations #=> Array
resp.configurations[0].name #=> String
resp.configurations[0].configuration_arn #=> String
resp.configurations[0].description #=> String
resp.configurations[0].game_session_queue_arns #=> Array
resp.configurations[0].game_session_queue_arns[0] #=> String
resp.configurations[0].request_timeout_seconds #=> Integer
resp.configurations[0].acceptance_timeout_seconds #=> Integer
resp.configurations[0].acceptance_required #=> Boolean
resp.configurations[0].rule_set_name #=> String
resp.configurations[0].rule_set_arn #=> String
resp.configurations[0].notification_target #=> String
resp.configurations[0].additional_player_count #=> Integer
resp.configurations[0].custom_event_data #=> String
resp.configurations[0].creation_time #=> Time
resp.configurations[0].game_properties #=> Array
resp.configurations[0].game_properties[0].key #=> String
resp.configurations[0].game_properties[0].value #=> String
resp.configurations[0].game_session_data #=> String
resp.configurations[0].backfill_mode #=> String, one of "AUTOMATIC", "MANUAL"
resp.configurations[0].flex_match_mode #=> String, one of "STANDALONE", "WITH_QUEUE"
resp.next_token #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :names (Array<String>)

    A unique identifier for the matchmaking configuration(s) to retrieve. You can use either the configuration name or ARN value. To request all existing configurations, leave this parameter empty.

  • :rule_set_name (String)

    A unique identifier for the matchmaking rule set. You can use either the rule set name or ARN value. Use this parameter to retrieve all matchmaking configurations that use this rule set.

  • :limit (Integer)

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is limited to 10.

  • :next_token (String)

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6385

def describe_matchmaking_configurations(params = {}, options = {})
  req = build_request(:describe_matchmaking_configurations, params)
  req.send_request(options)
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.

Examples:

Request syntax with placeholder values


resp = client.describe_matchmaking_rule_sets({
  names: ["MatchmakingRuleSetName"],
  limit: 1,
  next_token: "NonZeroAndMaxString",
})

Response structure


resp.rule_sets #=> Array
resp.rule_sets[0].rule_set_name #=> String
resp.rule_sets[0].rule_set_arn #=> String
resp.rule_sets[0].rule_set_body #=> String
resp.rule_sets[0].creation_time #=> Time
resp.next_token #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :names (Array<String>)

    A list of one or more matchmaking rule set names to retrieve details for. (Note: The rule set name is different from the optional "name" field in the rule set body.) You can use either the rule set name or ARN value.

  • :limit (Integer)

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

  • :next_token (String)

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6450

def describe_matchmaking_rule_sets(params = {}, options = {})
  req = build_request(:describe_matchmaking_rule_sets, params)
  req.send_request(options)
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

All APIs by task

The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.

Examples:

Request syntax with placeholder values


resp = client.describe_player_sessions({
  game_session_id: "ArnStringModel",
  player_id: "PlayerId",
  player_session_id: "PlayerSessionId",
  player_session_status_filter: "NonZeroAndMaxString",
  limit: 1,
  next_token: "NonZeroAndMaxString",
})

Response structure


resp.player_sessions #=> Array
resp.player_sessions[0].player_session_id #=> String
resp.player_sessions[0].player_id #=> String
resp.player_sessions[0].game_session_id #=> String
resp.player_sessions[0].fleet_id #=> String
resp.player_sessions[0].fleet_arn #=> String
resp.player_sessions[0].creation_time #=> Time
resp.player_sessions[0].termination_time #=> Time
resp.player_sessions[0].status #=> String, one of "RESERVED", "ACTIVE", "COMPLETED", "TIMEDOUT"
resp.player_sessions[0].ip_address #=> String
resp.player_sessions[0].dns_name #=> String
resp.player_sessions[0].port #=> Integer
resp.player_sessions[0].player_data #=> String
resp.next_token #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :game_session_id (String)

    A unique identifier for the game session to retrieve player sessions for.

  • :player_id (String)

    A unique identifier for a player to retrieve player sessions for.

  • :player_session_id (String)

    A unique identifier for a player session to retrieve.

  • :player_session_status_filter (String)

    Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.

    Possible player session statuses include the following:

    • RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.

    • ACTIVE -- The player has been validated by the server process and is currently connected.

    • COMPLETED -- The player connection has been dropped.

    • TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).

  • :limit (Integer)

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.

  • :next_token (String)

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6568

def describe_player_sessions(params = {}, options = {})
  req = build_request(:describe_player_sessions, params)
  req.send_request(options)
end

#describe_runtime_configuration(params = {}) ⇒ Types::DescribeRuntimeConfigurationOutput

Retrieves a fleet's runtime configuration settings. The runtime configuration determines which server processes run, and how they run, and how many run concurrently on computes in managed EC2 and Anywhere fleets. You can update a fleet's runtime configuration at any time using UpdateRuntimeConfiguration.

To get the current runtime configuration 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

Setting up Amazon GameLift fleets

Running multiple processes on a fleet

Examples:

Request syntax with placeholder values


resp = client.describe_runtime_configuration({
  fleet_id: "FleetIdOrArn", # required
})

Response structure


resp.runtime_configuration.server_processes #=> Array
resp.runtime_configuration.server_processes[0].launch_path #=> String
resp.runtime_configuration.server_processes[0].parameters #=> String
resp.runtime_configuration.server_processes[0].concurrent_executions #=> Integer
resp.runtime_configuration.max_concurrent_game_session_activations #=> Integer
resp.runtime_configuration.game_session_activation_timeout_seconds #=> Integer

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (required, String)

    A unique identifier for the fleet to get the runtime configuration for. You can use either the fleet ID or ARN value.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6624

def describe_runtime_configuration(params = {}, options = {})
  req = build_request(:describe_runtime_configuration, params)
  req.send_request(options)
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.

Examples:

Request syntax with placeholder values


resp = client.describe_scaling_policies({
  fleet_id: "FleetIdOrArn", # required
  status_filter: "ACTIVE", # accepts ACTIVE, UPDATE_REQUESTED, UPDATING, DELETE_REQUESTED, DELETING, DELETED, ERROR
  limit: 1,
  next_token: "NonZeroAndMaxString",
  location: "LocationStringModel",
})

Response structure


resp.scaling_policies #=> Array
resp.scaling_policies[0].fleet_id #=> String
resp.scaling_policies[0].fleet_arn #=> String
resp.scaling_policies[0].name #=> String
resp.scaling_policies[0].status #=> String, one of "ACTIVE", "UPDATE_REQUESTED", "UPDATING", "DELETE_REQUESTED", "DELETING", "DELETED", "ERROR"
resp.scaling_policies[0].scaling_adjustment #=> Integer
resp.scaling_policies[0].scaling_adjustment_type #=> String, one of "ChangeInCapacity", "ExactCapacity", "PercentChangeInCapacity"
resp.scaling_policies[0].comparison_operator #=> String, one of "GreaterThanOrEqualToThreshold", "GreaterThanThreshold", "LessThanThreshold", "LessThanOrEqualToThreshold"
resp.scaling_policies[0].threshold #=> Float
resp.scaling_policies[0].evaluation_periods #=> Integer
resp.scaling_policies[0].metric_name #=> String, one of "ActivatingGameSessions", "ActiveGameSessions", "ActiveInstances", "AvailableGameSessions", "AvailablePlayerSessions", "CurrentPlayerSessions", "IdleInstances", "PercentAvailableGameSessions", "PercentIdleInstances", "QueueDepth", "WaitTime", "ConcurrentActivatableGameSessions"
resp.scaling_policies[0].policy_type #=> String, one of "RuleBased", "TargetBased"
resp.scaling_policies[0].target_configuration.target_value #=> Float
resp.scaling_policies[0].update_status #=> String, one of "PENDING_UPDATE"
resp.scaling_policies[0].location #=> String
resp.next_token #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :fleet_id (required, String)

    A unique identifier for the fleet for which to retrieve scaling policies. You can use either the fleet ID or ARN value.

  • :status_filter (String)

    Scaling policy status to filter results on. A scaling policy is only in force when in an ACTIVE status.

    • ACTIVE -- The scaling policy is currently in force.

    • UPDATEREQUESTED -- A request to update the scaling policy has been received.

    • UPDATING -- A change is being made to the scaling policy.

    • DELETEREQUESTED -- A request to delete the scaling policy has been received.

    • DELETING -- The scaling policy is being deleted.

    • DELETED -- The scaling policy has been deleted.

    • ERROR -- An error occurred in creating the policy. It should be removed and recreated.

  • :limit (Integer)

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

  • :next_token (String)

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

  • :location (String)

    The fleet location. If you don't specify this value, the response contains the scaling policies of every location in the fleet.

Returns:

See Also:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6720

def describe_scaling_policies(params = {}, options = {})
  req = build_request(:describe_scaling_policies, params)
  req.send_request(options)
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

All APIs by task

Examples:

Request syntax with placeholder values


resp = client.describe_script({
  script_id: "ScriptIdOrArn", # required
})

Response structure


resp.script.script_id #=> String
resp.script.script_arn #=> String
resp.script.name #=> String
resp.script.version #=> String
resp.script.size_on_disk #=> Integer
resp.script.creation_time #=> Time
resp.script.storage_location.bucket #=> String
resp.script.storage_location.key #=> String
resp.script.storage_location.role_arn #=> String
resp.script.storage_location.object_version #=> String

Parameters:

  • params (Hash) (defaults to: {})

    ({})

Options Hash (params):

  • :script_id (required, String)

    A uniqu