Class: Aws::GameLift::Client
- Inherits:
-
Seahorse::Client::Base
- Object
- Seahorse::Client::Base
- Aws::GameLift::Client
- Includes:
- ClientStubs
- Defined in:
- gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb
Overview
An API client for GameLift. To construct a client, you need to configure a :region
and :credentials
.
client = Aws::GameLift::Client.new(
region: region_name,
credentials: credentials,
# ...
)
For details on configuring region and credentials see the developer guide.
See #initialize for a full list of supported configuration options.
Instance Attribute Summary
Attributes inherited from Seahorse::Client::Base
API Operations collapse
-
#accept_match(params = {}) ⇒ Struct
Registers a player's acceptance or rejection of a proposed FlexMatch match.
-
#claim_game_server(params = {}) ⇒ Types::ClaimGameServerOutput
This operation is used with the GameLift FleetIQ solution and game server groups..
-
#create_alias(params = {}) ⇒ Types::CreateAliasOutput
Creates an alias for a fleet.
-
#create_build(params = {}) ⇒ Types::CreateBuildOutput
Creates a new Amazon GameLift build resource for your game server binary files.
-
#create_fleet(params = {}) ⇒ Types::CreateFleetOutput
Creates a fleet of Amazon Elastic Compute Cloud (Amazon Elastic Compute Cloud) instances to host your custom game server or Realtime Servers.
-
#create_fleet_locations(params = {}) ⇒ Types::CreateFleetLocationsOutput
Adds remote locations to a fleet and begins populating the new locations with EC2 instances.
-
#create_game_server_group(params = {}) ⇒ Types::CreateGameServerGroupOutput
This operation is used with the GameLift FleetIQ solution and game server groups..
-
#create_game_session(params = {}) ⇒ Types::CreateGameSessionOutput
Creates a multiplayer game session for players in a specific fleet location.
-
#create_game_session_queue(params = {}) ⇒ Types::CreateGameSessionQueueOutput
Creates a placement queue that processes requests for new game sessions.
-
#create_location(params = {}) ⇒ Types::CreateLocationOutput
Creates a custom location for use in an Anywhere fleet.
-
#create_matchmaking_configuration(params = {}) ⇒ Types::CreateMatchmakingConfigurationOutput
Defines a new matchmaking configuration for use with FlexMatch.
-
#create_matchmaking_rule_set(params = {}) ⇒ Types::CreateMatchmakingRuleSetOutput
Creates a new rule set for FlexMatch matchmaking.
-
#create_player_session(params = {}) ⇒ Types::CreatePlayerSessionOutput
Reserves an open player slot in a game session for a player.
-
#create_player_sessions(params = {}) ⇒ Types::CreatePlayerSessionsOutput
Reserves open slots in a game session for a group of players.
-
#create_script(params = {}) ⇒ Types::CreateScriptOutput
Creates a new script record for your Realtime Servers script.
-
#create_vpc_peering_authorization(params = {}) ⇒ Types::CreateVpcPeeringAuthorizationOutput
Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your Amazon Web Services account.
-
#create_vpc_peering_connection(params = {}) ⇒ Struct
Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon GameLift fleet.
-
#delete_alias(params = {}) ⇒ Struct
Deletes an alias.
-
#delete_build(params = {}) ⇒ Struct
Deletes a build.
-
#delete_fleet(params = {}) ⇒ Struct
Deletes all resources and information related a fleet.
-
#delete_fleet_locations(params = {}) ⇒ Types::DeleteFleetLocationsOutput
Removes locations from a multi-location fleet.
-
#delete_game_server_group(params = {}) ⇒ Types::DeleteGameServerGroupOutput
This operation is used with the GameLift FleetIQ solution and game server groups..
-
#delete_game_session_queue(params = {}) ⇒ Struct
Deletes a game session queue.
-
#delete_location(params = {}) ⇒ Struct
Deletes a custom location.
-
#delete_matchmaking_configuration(params = {}) ⇒ Struct
Permanently removes a FlexMatch matchmaking configuration.
-
#delete_matchmaking_rule_set(params = {}) ⇒ Struct
Deletes an existing matchmaking rule set.
-
#delete_scaling_policy(params = {}) ⇒ Struct
Deletes a fleet scaling policy.
-
#delete_script(params = {}) ⇒ Struct
Deletes a Realtime script.
-
#delete_vpc_peering_authorization(params = {}) ⇒ Struct
Cancels a pending VPC peering authorization for the specified VPC.
-
#delete_vpc_peering_connection(params = {}) ⇒ Struct
Removes a VPC peering connection.
-
#deregister_compute(params = {}) ⇒ Struct
Removes a compute resource from the specified fleet.
-
#deregister_game_server(params = {}) ⇒ Struct
This operation is used with the GameLift FleetIQ solution and game server groups..
-
#describe_alias(params = {}) ⇒ Types::DescribeAliasOutput
Retrieves properties for an alias.
-
#describe_build(params = {}) ⇒ Types::DescribeBuildOutput
Retrieves properties for a custom game build.
-
#describe_compute(params = {}) ⇒ Types::DescribeComputeOutput
Retrieves properties for a compute resource.
-
#describe_ec2_instance_limits(params = {}) ⇒ Types::DescribeEC2InstanceLimitsOutput
Retrieves the instance limits and current utilization for an Amazon Web Services Region or location.
-
#describe_fleet_attributes(params = {}) ⇒ Types::DescribeFleetAttributesOutput
Retrieves core fleet-wide properties, including the computing hardware and deployment configuration for all instances in the fleet.
-
#describe_fleet_capacity(params = {}) ⇒ Types::DescribeFleetCapacityOutput
Retrieves the resource capacity settings for one or more fleets.
-
#describe_fleet_events(params = {}) ⇒ Types::DescribeFleetEventsOutput
Retrieves entries from a fleet's event log.
-
#describe_fleet_location_attributes(params = {}) ⇒ Types::DescribeFleetLocationAttributesOutput
Retrieves information on a fleet's remote locations, including life-cycle status and any suspended fleet activity.
-
#describe_fleet_location_capacity(params = {}) ⇒ Types::DescribeFleetLocationCapacityOutput
Retrieves the resource capacity settings for a fleet location.
-
#describe_fleet_location_utilization(params = {}) ⇒ Types::DescribeFleetLocationUtilizationOutput
Retrieves current usage data for a fleet location.
-
#describe_fleet_port_settings(params = {}) ⇒ Types::DescribeFleetPortSettingsOutput
Retrieves a fleet's inbound connection permissions.
-
#describe_fleet_utilization(params = {}) ⇒ Types::DescribeFleetUtilizationOutput
Retrieves utilization statistics for one or more fleets.
-
#describe_game_server(params = {}) ⇒ Types::DescribeGameServerOutput
This operation is used with the GameLift FleetIQ solution and game server groups..
-
#describe_game_server_group(params = {}) ⇒ Types::DescribeGameServerGroupOutput
This operation is used with the GameLift FleetIQ solution and game server groups..
-
#describe_game_server_instances(params = {}) ⇒ Types::DescribeGameServerInstancesOutput
This operation is used with the GameLift FleetIQ solution and game server groups..
-
#describe_game_session_details(params = {}) ⇒ Types::DescribeGameSessionDetailsOutput
Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location.
-
#describe_game_session_placement(params = {}) ⇒ Types::DescribeGameSessionPlacementOutput
Retrieves information, including current status, about a game session placement request.
-
#describe_game_session_queues(params = {}) ⇒ Types::DescribeGameSessionQueuesOutput
Retrieves the properties for one or more game session queues.
-
#describe_game_sessions(params = {}) ⇒ Types::DescribeGameSessionsOutput
Retrieves a set of one or more game sessions in a specific fleet location.
-
#describe_instances(params = {}) ⇒ Types::DescribeInstancesOutput
Retrieves information about a fleet's instances, including instance IDs, connection data, and status.
-
#describe_matchmaking(params = {}) ⇒ Types::DescribeMatchmakingOutput
Retrieves one or more matchmaking tickets.
-
#describe_matchmaking_configurations(params = {}) ⇒ Types::DescribeMatchmakingConfigurationsOutput
Retrieves the details of FlexMatch matchmaking configurations.
-
#describe_matchmaking_rule_sets(params = {}) ⇒ Types::DescribeMatchmakingRuleSetsOutput
Retrieves the details for FlexMatch matchmaking rule sets.
-
#describe_player_sessions(params = {}) ⇒ Types::DescribePlayerSessionsOutput
Retrieves properties for one or more player sessions.
-
#describe_runtime_configuration(params = {}) ⇒ Types::DescribeRuntimeConfigurationOutput
Retrieves a fleet's runtime configuration settings.
-
#describe_scaling_policies(params = {}) ⇒ Types::DescribeScalingPoliciesOutput
Retrieves all scaling policies applied to a fleet.
-
#describe_script(params = {}) ⇒ Types::DescribeScriptOutput
Retrieves properties for a Realtime script.
-
#describe_vpc_peering_authorizations(params = {}) ⇒ Types::DescribeVpcPeeringAuthorizationsOutput
Retrieves valid VPC peering authorizations that are pending for the Amazon Web Services account.
-
#describe_vpc_peering_connections(params = {}) ⇒ Types::DescribeVpcPeeringConnectionsOutput
Retrieves information on VPC peering connections.
-
#get_compute_access(params = {}) ⇒ Types::GetComputeAccessOutput
Requests remote access to a fleet instance.
-
#get_compute_auth_token(params = {}) ⇒ Types::GetComputeAuthTokenOutput
Requests an authorization token from GameLift.
-
#get_game_session_log_url(params = {}) ⇒ Types::GetGameSessionLogUrlOutput
Retrieves the location of stored game session logs for a specified game session.
-
#get_instance_access(params = {}) ⇒ Types::GetInstanceAccessOutput
Requests remote access to a fleet instance.
-
#list_aliases(params = {}) ⇒ Types::ListAliasesOutput
Retrieves all aliases for this Amazon Web Services account.
-
#list_builds(params = {}) ⇒ Types::ListBuildsOutput
Retrieves build resources for all builds associated with the Amazon Web Services account in use.
-
#list_compute(params = {}) ⇒ Types::ListComputeOutput
Retrieves all compute resources registered to a fleet in your Amazon Web Services account.
-
#list_fleets(params = {}) ⇒ Types::ListFleetsOutput
Retrieves a collection of fleet resources in an Amazon Web Services Region.
-
#list_game_server_groups(params = {}) ⇒ Types::ListGameServerGroupsOutput
Lists a game server groups.
-
#list_game_servers(params = {}) ⇒ Types::ListGameServersOutput
This operation is used with the GameLift FleetIQ solution and game server groups..
-
#list_locations(params = {}) ⇒ Types::ListLocationsOutput
Lists all custom and Amazon Web Services locations.
-
#list_scripts(params = {}) ⇒ Types::ListScriptsOutput
Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use.
-
#list_tags_for_resource(params = {}) ⇒ Types::ListTagsForResourceResponse
Retrieves all tags that are assigned to a GameLift resource.
-
#put_scaling_policy(params = {}) ⇒ Types::PutScalingPolicyOutput
Creates or updates a scaling policy for a fleet.
-
#register_compute(params = {}) ⇒ Types::RegisterComputeOutput
Registers your compute resources in a fleet you previously created.
-
#register_game_server(params = {}) ⇒ Types::RegisterGameServerOutput
This operation is used with the GameLift FleetIQ solution and game server groups..
-
#request_upload_credentials(params = {}) ⇒ Types::RequestUploadCredentialsOutput
Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3.
-
#resolve_alias(params = {}) ⇒ Types::ResolveAliasOutput
Retrieves the fleet ID that an alias is currently pointing to.
-
#resume_game_server_group(params = {}) ⇒ Types::ResumeGameServerGroupOutput
This operation is used with the GameLift FleetIQ solution and game server groups..
-
#search_game_sessions(params = {}) ⇒ Types::SearchGameSessionsOutput
Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order.
-
#start_fleet_actions(params = {}) ⇒ Types::StartFleetActionsOutput
Resumes certain types of activity on fleet instances that were suspended with [StopFleetActions][1].
-
#start_game_session_placement(params = {}) ⇒ Types::StartGameSessionPlacementOutput
Places a request for a new game session in a queue.
-
#start_match_backfill(params = {}) ⇒ Types::StartMatchBackfillOutput
Finds new players to fill open slots in currently running game sessions.
-
#start_matchmaking(params = {}) ⇒ Types::StartMatchmakingOutput
Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules.
-
#stop_fleet_actions(params = {}) ⇒ Types::StopFleetActionsOutput
Suspends certain types of activity in a fleet location.
-
#stop_game_session_placement(params = {}) ⇒ Types::StopGameSessionPlacementOutput
Cancels a game session placement that is in
PENDING
status. -
#stop_matchmaking(params = {}) ⇒ Struct
Cancels a matchmaking ticket or match backfill ticket that is currently being processed.
-
#suspend_game_server_group(params = {}) ⇒ Types::SuspendGameServerGroupOutput
This operation is used with the GameLift FleetIQ solution and game server groups..
-
#tag_resource(params = {}) ⇒ Struct
Assigns a tag to a GameLift resource.
-
#untag_resource(params = {}) ⇒ Struct
Removes a tag that is assigned to a GameLift resource.
-
#update_alias(params = {}) ⇒ Types::UpdateAliasOutput
Updates properties for an alias.
-
#update_build(params = {}) ⇒ Types::UpdateBuildOutput
Updates metadata in a build resource, including the build name and version.
-
#update_fleet_attributes(params = {}) ⇒ Types::UpdateFleetAttributesOutput
Updates a fleet's mutable attributes, including game session protection and resource creation limits.
-
#update_fleet_capacity(params = {}) ⇒ Types::UpdateFleetCapacityOutput
Updates capacity settings for a fleet.
-
#update_fleet_port_settings(params = {}) ⇒ Types::UpdateFleetPortSettingsOutput
Updates permissions that allow inbound traffic to connect to game sessions that are being hosted on instances in the fleet.
-
#update_game_server(params = {}) ⇒ Types::UpdateGameServerOutput
This operation is used with the GameLift FleetIQ solution and game server groups..
-
#update_game_server_group(params = {}) ⇒ Types::UpdateGameServerGroupOutput
This operation is used with the GameLift FleetIQ solution and game server groups..
-
#update_game_session(params = {}) ⇒ Types::UpdateGameSessionOutput
Updates the mutable properties of a game session.
-
#update_game_session_queue(params = {}) ⇒ Types::UpdateGameSessionQueueOutput
Updates the configuration of a game session queue, which determines how the queue processes new game session requests.
-
#update_matchmaking_configuration(params = {}) ⇒ Types::UpdateMatchmakingConfigurationOutput
Updates settings for a FlexMatch matchmaking configuration.
-
#update_runtime_configuration(params = {}) ⇒ Types::UpdateRuntimeConfigurationOutput
Updates the current runtime configuration for the specified fleet, which tells GameLift how to launch server processes on all instances in the fleet.
-
#update_script(params = {}) ⇒ Types::UpdateScriptOutput
Updates Realtime script metadata and content.
-
#validate_matchmaking_rule_set(params = {}) ⇒ Types::ValidateMatchmakingRuleSetOutput
Validates the syntax of a matchmaking rule or rule set.
Instance Method Summary collapse
-
#initialize(options) ⇒ Client
constructor
A new instance of Client.
Methods included from ClientStubs
#api_requests, #stub_data, #stub_responses
Methods inherited from Seahorse::Client::Base
add_plugin, api, clear_plugins, define, new, #operation_names, plugins, remove_plugin, set_api, set_plugins
Methods included from Seahorse::Client::HandlerBuilder
#handle, #handle_request, #handle_response
Constructor Details
#initialize(options) ⇒ Client
Returns a new instance of Client.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 375 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 the
ticket. Acceptances are only valid for tickets when they are in this
status; all other acceptances result in an error.
To register acceptance, specify the ticket ID, a response, and one or
more players. Once all players have registered acceptance, the
matchmaking tickets advance to status PLACING
, where a new game
session is created for the match.
If any player rejects the match, or if acceptances are not received
before a specified timeout, the proposed match is dropped. The
matchmaking tickets are then handled in one of two ways: For tickets
where one or more players rejected the match or failed to respond, the
ticket status is set to CANCELLED
, and processing is terminated. For
tickets where players have accepted or not yet responded, the ticket
status is returned to SEARCHING
to find a new match. A new
matchmaking request for these players can be submitted as needed.
Learn more
Add FlexMatch to a game client
FlexMatch events (reference)
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 443 def accept_match(params = {}, = {}) req = build_request(:accept_match, params) req.send_request() end |
#claim_game_server(params = {}) ⇒ Types::ClaimGameServerOutput
This operation is used with the 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, 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 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.
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
.
DRAINING
status. To
avoid this, first check the instance status by calling
DescribeGameServerInstances .
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 543 def claim_game_server(params = {}, = {}) req = build_request(:claim_game_server, params) req.send_request() end |
#create_alias(params = {}) ⇒ Types::CreateAliasOutput
Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build.
Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.
To create a fleet alias, specify an alias name, routing strategy, and
optional description. Each simple alias can point to only one fleet,
but a fleet can have multiple aliases. If successful, a new alias
record is returned, including an alias ID and an ARN. You can reassign
an alias to another fleet by calling UpdateAlias
.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 634 def create_alias(params = {}, = {}) req = build_request(:create_alias, params) req.send_request() end |
#create_build(params = {}) ⇒ Types::CreateBuildOutput
Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift.
When setting up a new game build for GameLift, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource.
You can use the operation in the following scenarios:
To create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build.
To directly upload your build files to a GameLift Amazon S3 location. To use this option, specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. After you upload build files to the GameLift Amazon S3 location, you can't update them.
If successful, this operation creates a new build resource with a
unique build ID and places it in INITIALIZED
status. A build must be
in READY
status before you can create fleets with it.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 791 def create_build(params = {}, = {}) req = build_request(:create_build, params) req.send_request() end |
#create_fleet(params = {}) ⇒ Types::CreateFleetOutput
Creates a fleet of Amazon Elastic Compute Cloud (Amazon Elastic Compute Cloud) instances to host your custom game server or Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions for running game servers on each instance.
Most GameLift fleets can deploy instances to multiple locations, including the home Region (where the fleet is created) and an optional set of remote locations. Fleets that are created in the following Amazon Web Services Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that are created in other GameLift Regions can deploy instances in the fleet's home Region only. All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings and turn auto-scaling on/off for each location.
To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to deploy, and provide a runtime configuration to direct GameLift how to start and run game servers on each instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as needed. When creating a multi-location fleet, provide a list of additional remote locations.
If you need to debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create the development fleet with port 22/3389 open. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished.
If successful, this operation creates a new Fleet resource and places
it in NEW
status, which prompts GameLift to initiate the fleet
creation workflow.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 1144 def create_fleet(params = {}, = {}) req = build_request(:create_fleet, params) req.send_request() end |
#create_fleet_locations(params = {}) ⇒ Types::CreateFleetLocationsOutput
Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings.
To add fleet locations, specify the fleet to be updated and provide a list of one or more locations.
If successful, this operation returns the list of added locations with
their status set to NEW
. GameLift initiates the process of starting
an instance in each added location. You can track the status of each
new location by monitoring location creation events using
DescribeFleetEvents.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 1220 def create_fleet_locations(params = {}, = {}) req = build_request(:create_fleet_locations, params) req.send_request() end |
#create_game_server_group(params = {}) ⇒ Types::CreateGameServerGroupOutput
This operation is used with the GameLift FleetIQ solution and game server groups.
Creates a 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 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 GameLift FleetIQ to create and interact with the Auto Scaling group. For more information, see Create IAM roles for cross-service interaction in the 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 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 GameLift FleetIQ as part of its balancing activities to optimize for availability and cost.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 1466 def create_game_server_group(params = {}, = {}) req = build_request(:create_game_server_group, params) req.send_request() end |
#create_game_session(params = {}) ⇒ Types::CreateGameSessionOutput
Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the GameLift game session placement feature with StartGameSessionPlacement , which uses FleetIQ algorithms 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
fleet must be in ACTIVE
status before a game session can be created
in it.
This operation can be used 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.
If successful, a workflow is initiated to start a new game session. A
GameSession
object is returned containing the game session
configuration and status. When the status is ACTIVE
, game session
connection information is provided and player sessions can be created
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.
Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.
Available in Amazon GameLift Local.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 1644 def create_game_session(params = {}, = {}) req = build_request(:create_game_session, params) req.send_request() end |
#create_game_session_queue(params = {}) ⇒ Types::CreateGameSessionQueueOutput
Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session.
A game session queue is configured with a set of destinations (GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed.
The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities.
To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity.
If successful, a new GameSessionQueue
object is returned with an
assigned queue ARN. New game session requests, which are submitted to
queue with StartGameSessionPlacement or StartMatchmaking,
reference a queue's name or ARN.
Learn more
Related actions
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 1828 def create_game_session_queue(params = {}, = {}) req = build_request(:create_game_session_queue, params) req.send_request() end |
#create_location(params = {}) ⇒ Types::CreateLocationOutput
Creates a custom location for use in an Anywhere fleet.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 1875 def create_location(params = {}, = {}) req = build_request(:create_location, params) req.send_request() end |
#create_matchmaking_configuration(params = {}) ⇒ Types::CreateMatchmakingConfigurationOutput
Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with 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 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 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 GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match.
In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2103 def create_matchmaking_configuration(params = {}, = {}) req = build_request(:create_matchmaking_configuration, params) req.send_request() end |
#create_matchmaking_rule_set(params = {}) ⇒ Types::CreateMatchmakingRuleSetOutput
Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams. It also sets the parameters for acceptable player matches, such as minimum skill level or character type.
To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same Region as the matchmaking configuration they are used with.
Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2187 def create_matchmaking_rule_set(params = {}, = {}) req = build_request(:create_matchmaking_rule_set, params) req.send_request() end |
#create_player_session(params = {}) ⇒ Types::CreatePlayerSessionOutput
Reserves an open player slot in a game session for a player. New
player sessions can be created in any game session with an open slot
that is in ACTIVE
status and has a player creation policy of
ACCEPT_ALL
. You can add a group of players to a game session with
CreatePlayerSessions .
To create a player session, specify a game session ID, player ID, and optionally a set of player data.
If successful, a slot is reserved in the game session for the player
and a new PlayerSessions
object is returned with a player session
ID. The player references the player session ID when sending a
connection request to the game session, and the game server can use it
to validate the player reservation with the GameLift service. Player
sessions cannot be updated.
The maximum number of players per game session is 200. It is not adjustable.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2261 def create_player_session(params = {}, = {}) req = build_request(:create_player_session, params) req.send_request() end |
#create_player_sessions(params = {}) ⇒ Types::CreatePlayerSessionsOutput
Reserves open slots in a game session for a group of players. New
player sessions can be created in any game session with an open slot
that is in ACTIVE
status and has a player creation policy of
ACCEPT_ALL
. To add a single player to a game session, use
CreatePlayerSession
To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID.
If successful, a slot is reserved in the game session for each player,
and new PlayerSession
objects are returned with player session IDs.
Each player references their player session ID when sending a
connection request to the game session, and the game server can use it
to validate the player reservation with the GameLift service. Player
sessions cannot be updated.
The maximum number of players per game session is 200. It is not adjustable.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2342 def create_player_sessions(params = {}, = {}) req = build_request(:create_player_sessions, params) req.send_request() end |
#create_script(params = {}) ⇒ Types::CreateScriptOutput
Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session.
To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations:
A locally available directory. Use the ZipFile parameter for this option.
An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift service to access your S3 bucket.
If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment.
Learn more
Amazon GameLift Realtime Servers
Set Up a Role for Amazon GameLift Access
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2487 def create_script(params = {}, = {}) req = build_request(:create_script, params) req.send_request() end |
#create_vpc_peering_authorization(params = {}) ⇒ Types::CreateVpcPeeringAuthorizationOutput
Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your Amazon Web Services account. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. After you've received authorization, use CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets.
You can peer with VPCs that are owned by any Amazon Web Services account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions.
To request authorization to create a connection, call this operation from the Amazon Web Services account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the Amazon Web Services account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC.
To request authorization to delete a connection, call this operation from the Amazon Web Services account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the Amazon Web Services account that you use to manage Amazon GameLift.
The authorization remains valid for 24 hours unless it is canceled. You must create or delete the peering connection while the authorization is valid.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2575 def (params = {}, = {}) req = build_request(:create_vpc_peering_authorization, params) req.send_request() end |
#create_vpc_peering_connection(params = {}) ⇒ Struct
Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. You can peer with VPCs in any Amazon Web Services account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift Fleets.
Before calling this operation to establish the peering connection, you first need to use CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.
To establish the connection, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The Amazon Web Services account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a connection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections , or by monitoring fleet events for success or failure using DescribeFleetEvents .
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2655 def create_vpc_peering_connection(params = {}, = {}) req = build_request(:create_vpc_peering_connection, params) req.send_request() end |
#delete_alias(params = {}) ⇒ Struct
Deletes an alias. This operation removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2689 def delete_alias(params = {}, = {}) req = build_request(:delete_alias, params) req.send_request() end |
#delete_build(params = {}) ⇒ Struct
Deletes a build. This operation permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.
To delete a build, specify the build ID.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2728 def delete_build(params = {}, = {}) req = build_request(:delete_build, params) req.send_request() end |
#delete_fleet(params = {}) ⇒ Struct
Deletes all resources and information related a fleet. Any current
fleet instances, including those in remote locations, are shut down.
You don't need to call DeleteFleetLocations
separately.
To delete a fleet, specify the fleet ID to be terminated. During the
deletion process the fleet status is changed to DELETING
. When
completed, the status switches to TERMINATED
and the fleet event
FLEET_DELETED
is sent.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2774 def delete_fleet(params = {}, = {}) req = build_request(:delete_fleet, params) req.send_request() end |
#delete_fleet_locations(params = {}) ⇒ Types::DeleteFleetLocationsOutput
Removes locations from a multi-location fleet. When deleting a location, all game server process and all instances that are still active in the location are shut down.
To delete fleet locations, identify the fleet ID and provide a list of the locations to be deleted.
If successful, GameLift sets the location status to DELETING
, and
begins to shut down existing server processes and terminate instances
in each location being deleted. When completed, the location status
changes to TERMINATED
.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2832 def delete_fleet_locations(params = {}, = {}) req = build_request(:delete_fleet_locations, params) req.send_request() end |
#delete_game_server_group(params = {}) ⇒ Types::DeleteGameServerGroupOutput
This operation is used with the 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, GameLift FleetIQ can begin deleting resources.
If any of the delete operations fail, the game server group is placed
in ERROR
status.
GameLift FleetIQ emits delete events to Amazon CloudWatch.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2926 def delete_game_server_group(params = {}, = {}) req = build_request(:delete_game_server_group, params) req.send_request() end |
#delete_game_session_queue(params = {}) ⇒ Struct
Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2956 def delete_game_session_queue(params = {}, = {}) req = build_request(:delete_game_session_queue, params) req.send_request() end |
#delete_location(params = {}) ⇒ Struct
Deletes a custom location.
Before deleting a custom location, review any fleets currently using the custom location and deregister the location if it is in use. For more information see, DeregisterCompute.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 2986 def delete_location(params = {}, = {}) req = build_request(:delete_location, params) req.send_request() end |
#delete_matchmaking_configuration(params = {}) ⇒ Struct
Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3011 def delete_matchmaking_configuration(params = {}, = {}) req = build_request(:delete_matchmaking_configuration, params) req.send_request() end |
#delete_matchmaking_rule_set(params = {}) ⇒ Struct
Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration.
Learn more
^
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3047 def delete_matchmaking_rule_set(params = {}, = {}) req = build_request(:delete_matchmaking_rule_set, params) req.send_request() end |
#delete_scaling_policy(params = {}) ⇒ Struct
Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and GameLift removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.
To temporarily suspend scaling policies, use StopFleetActions. This operation suspends all policies for the fleet.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3085 def delete_scaling_policy(params = {}, = {}) req = build_request(:delete_scaling_policy, params) req.send_request() end |
#delete_script(params = {}) ⇒ Struct
Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted).
To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions.
Learn more
Amazon GameLift Realtime Servers
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3129 def delete_script(params = {}, = {}) req = build_request(:delete_script, params) req.send_request() end |
#delete_vpc_peering_authorization(params = {}) ⇒ Struct
Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, use DeleteVpcPeeringConnection.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3177 def (params = {}, = {}) req = build_request(:delete_vpc_peering_authorization, params) req.send_request() end |
#delete_vpc_peering_connection(params = {}) ⇒ Struct
Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete..
Once a valid authorization exists, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3220 def delete_vpc_peering_connection(params = {}, = {}) req = build_request(:delete_vpc_peering_connection, params) req.send_request() end |
#deregister_compute(params = {}) ⇒ Struct
Removes a compute resource from the specified fleet. Deregister your compute resources before you delete the compute.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3248 def deregister_compute(params = {}, = {}) req = build_request(:deregister_compute, params) req.send_request() end |
#deregister_game_server(params = {}) ⇒ Struct
This operation is used with the GameLift FleetIQ solution and game server groups.
Removes the game server from a game server group. As a result of this operation, the deregistered game server can no longer be claimed and will not be returned in a list of active game servers.
To deregister a game server, specify the game server group and game server ID. If successful, this operation emits a CloudWatch event with termination timestamp and reason.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3293 def deregister_game_server(params = {}, = {}) req = build_request(:deregister_game_server, params) req.send_request() end |
#describe_alias(params = {}) ⇒ Types::DescribeAliasOutput
Retrieves properties for an alias. This operation returns all alias
metadata and settings. To get an alias's target fleet ID only, use
ResolveAlias
.
To get alias properties, specify the alias ID. If successful, the requested alias record is returned.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3343 def describe_alias(params = {}, = {}) req = build_request(:describe_alias, params) req.send_request() end |
#describe_build(params = {}) ⇒ Types::DescribeBuildOutput
Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3393 def describe_build(params = {}, = {}) req = build_request(:describe_build, params) req.send_request() end |
#describe_compute(params = {}) ⇒ Types::DescribeComputeOutput
Retrieves properties for a compute resource. To request a compute resource specify the fleet ID and compute name. If successful, GameLift returns an object containing the build properties.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3439 def describe_compute(params = {}, = {}) req = build_request(:describe_compute, params) req.send_request() end |
#describe_ec2_instance_limits(params = {}) ⇒ Types::DescribeEC2InstanceLimitsOutput
Retrieves the instance limits and current utilization for an Amazon Web Services Region or location. Instance limits control the number of instances, per instance type, per location, that your Amazon Web Services account can use. Learn more at Amazon EC2 Instance Types. The information returned includes the maximum number of instances allowed and your account's current usage across all fleets. This information can affect your ability to scale your GameLift fleets. You can request a limit increase for your account by using the Service limits page in the GameLift console.
Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an Amazon Web Services Region (either explicitly or as your default settings). To get the limit for a remote location, you must also specify the location. For example, the following requests all return different results:
Request specifies the Region
ap-northeast-1
with no location. The result is limits and usage data on all instance types that are deployed inus-east-2
, by all of the fleets that reside inap-northeast-1
.Request specifies the Region
us-east-1
with locationca-central-1
. The result is limits and usage data on all instance types that are deployed inca-central-1
, by all of the fleets that reside inus-east-2
. These limits do not affect fleets in any other Regions that deploy instances toca-central-1
.Request specifies the Region
eu-west-1
with locationca-central-1
. The result is limits and usage data on all instance types that are deployed inca-central-1
, by all of the fleets that reside ineu-west-1
.
This operation can be used in the following ways:
To get limit and usage data for all instance types that are deployed in an Amazon Web Services Region by fleets that reside in the same Region: Specify the Region only. Optionally, specify a single instance type to retrieve information for.
To get limit and usage data for all instance types that are deployed to a remote location by fleets that reside in different Amazon Web Services Region: Provide both the Amazon Web Services Region and the remote location. Optionally, specify a single instance type to retrieve information for.
If successful, an EC2InstanceLimits
object is returned with limits
and usage data for each requested instance type.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3537 def describe_ec2_instance_limits(params = {}, = {}) req = build_request(:describe_ec2_instance_limits, params) req.send_request() end |
#describe_fleet_attributes(params = {}) ⇒ Types::DescribeFleetAttributesOutput
Retrieves core fleet-wide properties, including the computing hardware and deployment configuration for all instances in the fleet.
This operation can be used in the following ways:
To get attributes for one or more specific fleets, provide a list of fleet IDs or fleet ARNs.
To get attributes for all fleets, do not provide a fleet identifier.
When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a FleetAttributes
object is returned for each fleet
requested, unless the fleet identifier is not found.
Learn more
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3643 def describe_fleet_attributes(params = {}, = {}) req = build_request(:describe_fleet_attributes, params) req.send_request() end |
#describe_fleet_capacity(params = {}) ⇒ Types::DescribeFleetCapacityOutput
Retrieves the resource capacity settings for one or more fleets. The data returned includes the current fleet capacity (number of EC2 instances), and settings that can control how capacity scaling. For fleets with remote locations, this operation retrieves data for the fleet's home Region only.
This operation can be used in the following ways:
To get capacity data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs.
To get capacity data for all fleets, do not provide a fleet identifier.
When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a FleetCapacity
object is returned for each requested
fleet ID. Each FleetCapacity object includes a Location
property,
which is set to the fleet's home Region. When a list of fleet IDs is
provided, attribute objects are returned only for fleets that
currently exist.
Learn more
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3741 def describe_fleet_capacity(params = {}, = {}) req = build_request(:describe_fleet_capacity, params) req.send_request() end |
#describe_fleet_events(params = {}) ⇒ Types::DescribeFleetEventsOutput
Retrieves entries from a fleet's event log. Fleet events are initiated by changes in status, such as during fleet creation and termination, changes in capacity, etc. If a fleet has multiple locations, events are also initiated by changes to status and capacity in remote locations.
You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a collection of event log entries matching the request are returned.
Learn more
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3825 def describe_fleet_events(params = {}, = {}) req = build_request(:describe_fleet_events, params) req.send_request() end |
#describe_fleet_location_attributes(params = {}) ⇒ Types::DescribeFleetLocationAttributesOutput
Retrieves information on a fleet's remote locations, including life-cycle status and any suspended fleet activity.
This operation can be used in the following ways:
To get data for specific locations, provide a fleet identifier and a list of locations. Location data is returned in the order that it is requested.
To get data for all locations, provide a fleet identifier only. Location data is returned in no particular order.
When requesting attributes for multiple locations, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a LocationAttributes
object is returned for each
requested location. If the fleet does not have a requested location,
no information is returned. This operation does not return the home
Region. To get information on a fleet's home Region, call
DescribeFleetAttributes
.
Learn more
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3913 def describe_fleet_location_attributes(params = {}, = {}) req = build_request(:describe_fleet_location_attributes, params) req.send_request() end |
#describe_fleet_location_capacity(params = {}) ⇒ Types::DescribeFleetLocationCapacityOutput
Retrieves the resource capacity settings for a fleet location. The
data returned includes the current capacity (number of EC2 instances)
and some scaling settings for the requested fleet location. Use this
operation to retrieve capacity information for a fleet's remote
location or home Region (you can also retrieve home Region capacity by
calling DescribeFleetCapacity
).
To retrieve capacity data, identify a fleet and location.
If successful, a FleetCapacity
object is returned for the requested
fleet location.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 3979 def describe_fleet_location_capacity(params = {}, = {}) req = build_request(:describe_fleet_location_capacity, params) req.send_request() end |
#describe_fleet_location_utilization(params = {}) ⇒ Types::DescribeFleetLocationUtilizationOutput
Retrieves current usage data for a fleet location. Utilization data
provides a snapshot of current game hosting activity at the requested
location. Use this operation to retrieve utilization information for a
fleet's remote location or home Region (you can also retrieve home
Region utilization by calling DescribeFleetUtilization
).
To retrieve utilization data, identify a fleet and location.
If successful, a FleetUtilization
object is returned for the
requested fleet location.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4040 def describe_fleet_location_utilization(params = {}, = {}) req = build_request(:describe_fleet_location_utilization, params) req.send_request() end |
#describe_fleet_port_settings(params = {}) ⇒ Types::DescribeFleetPortSettingsOutput
Retrieves a fleet's inbound connection permissions. Connection permissions specify the range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game sessions that are running on instances in the fleet must use connections that fall in this range.
This operation can be used in the following ways:
To retrieve the inbound connection permissions for a fleet, identify the fleet's unique identifier.
To check the status of recent updates to a fleet remote location, specify the fleet ID and a location. Port setting updates can take time to propagate across all locations.
If successful, a set of IpPermission
objects is returned for the
requested fleet ID. When a location is specified, a pending status is
included. If the requested fleet has been deleted, the result set is
empty.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4112 def describe_fleet_port_settings(params = {}, = {}) req = build_request(:describe_fleet_port_settings, params) req.send_request() end |
#describe_fleet_utilization(params = {}) ⇒ Types::DescribeFleetUtilizationOutput
Retrieves utilization statistics for one or more fleets. Utilization data provides a snapshot of how the fleet's hosting resources are currently being used. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationUtilization to get utilization statistics for a fleet's remote locations.
This operation can be used in the following ways:
To get utilization data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs.
To get utilization data for all fleets, do not provide a fleet identifier.
When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a FleetUtilization object is returned for each
requested fleet ID, unless the fleet identifier is not found. Each
fleet utilization object includes a Location
property, which is set
to the fleet's home Region.
Learn more
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4208 def describe_fleet_utilization(params = {}, = {}) req = build_request(:describe_fleet_utilization, params) req.send_request() end |
#describe_game_server(params = {}) ⇒ Types::DescribeGameServerOutput
This operation is used with the GameLift FleetIQ solution and game server groups.
Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on.
To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4268 def describe_game_server(params = {}, = {}) req = build_request(:describe_game_server, params) req.send_request() end |
#describe_game_server_group(params = {}) ⇒ Types::DescribeGameServerGroupOutput
This operation is used with the GameLift FleetIQ solution and game server groups.
Retrieves information on a game server group. This operation returns only properties related to GameLift FleetIQ. To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling policies, and maximum/minimum group size, access the Auto Scaling group directly.
To get attributes for a game server group, provide a group name or ARN
value. If successful, a GameServerGroup
object is returned.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4329 def describe_game_server_group(params = {}, = {}) req = build_request(:describe_game_server_group, params) req.send_request() end |
#describe_game_server_instances(params = {}) ⇒ Types::DescribeGameServerInstancesOutput
This operation is used with the GameLift FleetIQ solution and game server groups.
Retrieves status information about the Amazon EC2 instances associated with a GameLift FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers.
To request status for all instances in the game server group, provide
a game server group ID only. To request status for specific instances,
provide the game server group ID and one or more instance IDs. Use the
pagination parameters to retrieve results in sequential segments. If
successful, a collection of GameServerInstance
objects is returned.
This operation is not designed to be called with every game server claim request; this practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your cache no more than once every 10 seconds.
Learn more
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4410 def describe_game_server_instances(params = {}, = {}) req = build_request(:describe_game_server_instances, params) req.send_request() end |
#describe_game_session_details(params = {}) ⇒ Types::DescribeGameSessionDetailsOutput
Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status.
This operation can be used in the following ways:
To retrieve details for all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns details from the fleet's home Region and all remote locations.
To retrieve details for all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location.
To retrieve details for a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a GameSessionDetail
object is returned for each game
session that matches the request.
Learn more
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4536 def describe_game_session_details(params = {}, = {}) req = build_request(:describe_game_session_details, params) req.send_request() end |
#describe_game_session_placement(params = {}) ⇒ Types::DescribeGameSessionPlacementOutput
Retrieves information, including current status, about a game session placement request.
To get game session placement details, specify the placement ID.
This operation is not designed to be continually called to track game
session status. This practice can cause you to exceed your API limit,
which results in errors. Instead, you must configure configure an
Amazon Simple Notification Service (SNS) topic to receive
notifications from FlexMatch or queues. Continuously polling with
DescribeGameSessionPlacement
should only be used for games in
development with low game session usage.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4599 def describe_game_session_placement(params = {}, = {}) req = build_request(:describe_game_session_placement, params) req.send_request() end |
#describe_game_session_queues(params = {}) ⇒ Types::DescribeGameSessionQueuesOutput
Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. When specifying a list of queues, objects are returned only for queues that currently exist in the Region.
Learn more
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4674 def describe_game_session_queues(params = {}, = {}) req = build_request(:describe_game_session_queues, params) req.send_request() end |
#describe_game_sessions(params = {}) ⇒ Types::DescribeGameSessionsOutput
Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status.
This operation can be used in the following ways:
To retrieve all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns all game sessions in the fleet's home Region and all remote locations.
To retrieve all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location.
To retrieve a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a GameSession
object is returned for each game
session that matches the request.
This operation is not designed to be continually called to track game
session status. This practice can cause you to exceed your API limit,
which results in errors. Instead, you must configure an Amazon Simple
Notification Service (SNS) topic to receive notifications from
FlexMatch or queues. Continuously polling with DescribeGameSessions
should only be used for games in development with low game session
usage.
Available in Amazon GameLift Local.
Learn more
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4808 def describe_game_sessions(params = {}, = {}) req = build_request(:describe_game_sessions, params) req.send_request() end |
#describe_instances(params = {}) ⇒ Types::DescribeInstancesOutput
Retrieves information about a fleet's instances, including instance IDs, connection data, and status.
This operation can be used in the following ways:
To get information on all instances that are deployed to a fleet's home Region, provide the fleet ID.
To get information on all instances that are deployed to a fleet's remote location, provide the fleet ID and location name.
To get information on a specific instance in a fleet, provide the fleet ID and instance ID.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, an Instance
object is returned for each requested
instance. Instances are not returned in any particular order.
Learn more
Remotely Access Fleet Instances
Related actions
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4907 def describe_instances(params = {}, = {}) req = build_request(:describe_instances, params) req.send_request() end |
#describe_matchmaking(params = {}) ⇒ Types::DescribeMatchmakingOutput
Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session.
To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists.
This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide the topic ARN in the matchmaking configuration.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 4984 def describe_matchmaking(params = {}, = {}) req = build_request(:describe_matchmaking, params) req.send_request() end |
#describe_matchmaking_configurations(params = {}) ⇒ Types::DescribeMatchmakingConfigurationsOutput
Retrieves the details of FlexMatch matchmaking configurations.
This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.
Learn more
Setting up FlexMatch matchmakers
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5076 def describe_matchmaking_configurations(params = {}, = {}) req = build_request(:describe_matchmaking_configurations, params) req.send_request() end |
#describe_matchmaking_rule_sets(params = {}) ⇒ Types::DescribeMatchmakingRuleSetsOutput
Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the Region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name.
Learn more
^
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5141 def describe_matchmaking_rule_sets(params = {}, = {}) req = build_request(:describe_matchmaking_rule_sets, params) req.send_request() end |
#describe_player_sessions(params = {}) ⇒ Types::DescribePlayerSessionsOutput
Retrieves properties for one or more player sessions.
This action can be used in the following ways:
To retrieve a specific player session, provide the player session ID only.
To retrieve all player sessions in a game session, provide the game session ID only.
To retrieve all player sessions for a specific player, provide a player ID only.
To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a PlayerSession
object is returned for each session
that matches the request.
Related actions
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5257 def describe_player_sessions(params = {}, = {}) req = build_request(:describe_player_sessions, params) req.send_request() end |
#describe_runtime_configuration(params = {}) ⇒ Types::DescribeRuntimeConfigurationOutput
Retrieves a fleet's runtime configuration settings. The runtime configuration tells GameLift which server processes to run (and how) on each instance in the fleet.
To get the runtime configuration that is currently in forces for a fleet, provide the fleet ID.
If successful, a RuntimeConfiguration
object is returned for the
requested fleet. If the requested fleet has been deleted, the result
set is empty.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5311 def describe_runtime_configuration(params = {}, = {}) req = build_request(:describe_runtime_configuration, params) req.send_request() end |
#describe_scaling_policies(params = {}) ⇒ Types::DescribeScalingPoliciesOutput
Retrieves all scaling policies applied to a fleet.
To get a fleet's scaling policies, specify the fleet ID. You can
filter this request by policy status, such as to retrieve only active
scaling policies. Use the pagination parameters to retrieve results as
a set of sequential pages. If successful, set of ScalingPolicy
objects is returned for the fleet.
A fleet may have all of its scaling policies suspended. This operation does not affect the status of the scaling policies, which remains ACTIVE.
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5407 def describe_scaling_policies(params = {}, = {}) req = build_request(:describe_scaling_policies, params) req.send_request() end |
#describe_script(params = {}) ⇒ Types::DescribeScriptOutput
Retrieves properties for a Realtime script.
To request a script record, specify the script ID. If successful, an object containing the script properties is returned.
Learn more
Amazon GameLift Realtime Servers
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5461 def describe_script(params = {}, = {}) req = build_request(:describe_script, params) req.send_request() end |
#describe_vpc_peering_authorizations(params = {}) ⇒ Types::DescribeVpcPeeringAuthorizationsOutput
Retrieves valid VPC peering authorizations that are pending for the Amazon Web Services account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5496 def (params = {}, = {}) req = build_request(:describe_vpc_peering_authorizations, params) req.send_request() end |
#describe_vpc_peering_connections(params = {}) ⇒ Types::DescribeVpcPeeringConnectionsOutput
Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID.
To retrieve connection information, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect.
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5550 def describe_vpc_peering_connections(params = {}, = {}) req = build_request(:describe_vpc_peering_connections, params) req.send_request() end |
#get_compute_access(params = {}) ⇒ Types::GetComputeAccessOutput
Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time.
To remotely access an instance, you need credentials that match the
operating system of the instance. For a Windows instance, GameLift
returns a user name and password as strings for use with a Windows
Remote Desktop client. For a Linux instance, GameLift returns a user
name and RSA private key, also as strings, for use with an SSH client.
The private key must be saved in the proper format to a .pem
file
before using. If you're making this request using the CLI, saving the
secret can be handled as part of the GetInstanceAccess
request, as
shown in one of the examples for this operation.
To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5619 def get_compute_access(params = {}, = {}) req = build_request(:get_compute_access, params) req.send_request() end |
#get_compute_auth_token(params = {}) ⇒ Types::GetComputeAuthTokenOutput
Requests an authorization token from GameLift. The authorization token is used by your game server to authenticate with GameLift. Each authentication token has an expiration token. To continue using the compute resource to host your game server, regularly retrieve a new authorization token.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5666 def get_compute_auth_token(params = {}, = {}) req = build_request(:get_compute_auth_token, params) req.send_request() end |
#get_game_session_log_url(params = {}) ⇒ Types::GetGameSessionLogUrlOutput
Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5709 def get_game_session_log_url(params = {}, = {}) req = build_request(:get_game_session_log_url, params) req.send_request() end |
#get_instance_access(params = {}) ⇒ Types::GetInstanceAccessOutput
Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time.
To remotely access an instance, you need credentials that match the
operating system of the instance. For a Windows instance, GameLift
returns a user name and password as strings for use with a Windows
Remote Desktop client. For a Linux instance, GameLift returns a user
name and RSA private key, also as strings, for use with an SSH client.
The private key must be saved in the proper format to a .pem
file
before using. If you're making this request using the CLI, saving the
secret can be handled as part of the GetInstanceAccess
request, as
shown in one of the examples for this operation.
To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances.
Learn more
Remotely Access Fleet Instances
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5784 def get_instance_access(params = {}, = {}) req = build_request(:get_instance_access, params) req.send_request() end |
#list_aliases(params = {}) ⇒ Types::ListAliasesOutput
Retrieves all aliases for this Amazon Web Services account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.
Related actions
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5872 def list_aliases(params = {}, = {}) req = build_request(:list_aliases, params) req.send_request() end |
#list_builds(params = {}) ⇒ Types::ListBuildsOutput
Retrieves build resources for all builds associated with the Amazon
Web Services account in use. You can limit results to builds that are
in a specific status by using the Status
parameter. Use the
pagination parameters to retrieve results in a set of sequential
pages.
Learn more
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 5958 def list_builds(params = {}, = {}) req = build_request(:list_builds, params) req.send_request() end |
#list_compute(params = {}) ⇒ Types::ListComputeOutput
Retrieves all compute resources registered to a fleet in your Amazon Web Services account. You can filter the result set by location.
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6021 def list_compute(params = {}, = {}) req = build_request(:list_compute, params) req.send_request() end |
#list_fleets(params = {}) ⇒ Types::ListFleetsOutput
Retrieves a collection of fleet resources in an Amazon Web Services Region. You can call this operation to get fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.htmlor specify a Region in your request. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only.
This operation can be used in the following ways:
To get a list of all fleets in a Region, don't provide a build or script identifier.
To get a list of all fleets where a specific custom game build is deployed, provide the build ID.
To get a list of all Realtime Servers fleets with a specific configuration script, provide the script ID.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a list of fleet IDs that match the request parameters is returned. A NextToken value is also returned if there are more result pages to retrieve.
Learn more
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6112 def list_fleets(params = {}, = {}) req = build_request(:list_fleets, params) req.send_request() end |
#list_game_server_groups(params = {}) ⇒ Types::ListGameServerGroupsOutput
Lists a game server groups.
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6164 def list_game_server_groups(params = {}, = {}) req = build_request(:list_game_server_groups, params) req.send_request() end |
#list_game_servers(params = {}) ⇒ Types::ListGameServersOutput
This operation is used with the GameLift FleetIQ solution and game server groups.
Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments.
Learn more
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6242 def list_game_servers(params = {}, = {}) req = build_request(:list_game_servers, params) req.send_request() end |
#list_locations(params = {}) ⇒ Types::ListLocationsOutput
Lists all custom and Amazon Web Services locations.
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6288 def list_locations(params = {}, = {}) req = build_request(:list_locations, params) req.send_request() end |
#list_scripts(params = {}) ⇒ Types::ListScriptsOutput
Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use.
Learn more
Amazon GameLift Realtime Servers
Related actions
The returned response is a pageable response and is Enumerable. For details on usage see PageableResponse.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6352 def list_scripts(params = {}, = {}) req = build_request(:list_scripts, params) req.send_request() end |
#list_tags_for_resource(params = {}) ⇒ Types::ListTagsForResourceResponse
Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:
Build
Script
Fleet
Alias
GameSessionQueue
MatchmakingConfiguration
MatchmakingRuleSet
To list tags for a resource, specify the unique ARN value for the resource.
Learn more
Tagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6427 def (params = {}, = {}) req = build_request(:list_tags_for_resource, params) req.send_request() end |
#put_scaling_policy(params = {}) ⇒ Types::PutScalingPolicyOutput
Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling.
Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences.
Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling.
Target-based policy
A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action is needed to maintain that target.
For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer.
To create or update a target-based policy, specify a fleet ID and
name, and set the policy type to "TargetBased". Specify the metric
to track (PercentAvailableGameSessions) and reference a
TargetConfiguration
object with your desired buffer value. Exclude
all other parameters. On a successful request, the policy name is
returned. The scaling policy is automatically in force as soon as
it's successfully created. If the fleet's auto-scaling actions are
temporarily suspended, the new policy will be in force once the fleet
actions are restarted.
Rule-based policy
A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action.
For example, a policy may make the following statement: "If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%."
A policy's rule statement has the following structure:
If [MetricName]
is [ComparisonOperator]
[Threshold]
for
[EvaluationPeriods]
minutes, then [ScalingAdjustmentType]
to/by
[ScalingAdjustment]
.
To implement the example, the rule statement would look like this:
If [PercentIdleInstances]
is [GreaterThanThreshold]
[20]
for
[15]
minutes, then [PercentChangeInCapacity]
to/by [10]
.
To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to "RuleBased". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6637 def put_scaling_policy(params = {}, = {}) req = build_request(:put_scaling_policy, params) req.send_request() end |
#register_compute(params = {}) ⇒ Types::RegisterComputeOutput
Registers your compute resources in a fleet you previously created. After you register a compute to your fleet, you can monitor and manage your compute using GameLift. The operation returns the compute resource containing SDK endpoint you can use to connect your game server to GameLift.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6717 def register_compute(params = {}, = {}) req = build_request(:register_compute, params) req.send_request() end |
#register_game_server(params = {}) ⇒ Types::RegisterGameServerOutput
This operation is used with the GameLift FleetIQ solution and game server groups.
Creates a new game server resource and notifies GameLift FleetIQ that the game server is ready to host gameplay and players. This operation is called by a game server process that is running on an instance in a game server group. Registering game servers enables GameLift FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session.
To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data.
Once a game server is successfully registered, it is put in status
AVAILABLE
. A request to register a game server may fail if the
instance it is running on is in the process of shutting down as part
of instance balancing or scale-down activity.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6805 def register_game_server(params = {}, = {}) req = build_request(:register_game_server, params) req.send_request() end |
#request_upload_credentials(params = {}) ⇒ Types::RequestUploadCredentialsOutput
Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see GameSession.
To request new credentials, specify the build ID as returned with an
initial CreateBuild
request. If successful, a new set of credentials
are returned, along with the S3 storage location associated with the
build ID.
Learn more
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6860 def request_upload_credentials(params = {}, = {}) req = build_request(:request_upload_credentials, params) req.send_request() end |
#resolve_alias(params = {}) ⇒ Types::ResolveAliasOutput
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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/client.rb', line 6899 def resolve_alias(params = {}, = {}) req = build_request(:resolve_alias, params) req.send_request() end |
#resume_game_server_group(params = {}) ⇒ Types::ResumeGameServerGroupOutput
This operation is used with the GameLift FleetIQ solution and game server groups.
Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by the SuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended.
To resume activity, specify a game server group ARN and the type of
activity to be resumed. If successful, a GameServerGroup
object is
returned showing that the resumed activity is no longer listed in
SuspendedActions
.
Learn more