@Generated(value="com.amazonaws:aws-java-sdk-code-generator") public interface AmazonGameLiftAsync extends AmazonGameLift
AsyncHandler
can be used to receive
notification when an asynchronous operation completes.
Note: Do not directly implement this interface, new methods are added to it regularly. Extend from
AbstractAmazonGameLiftAsync
instead.
Amazon GameLift is a managed service for developers who need a scalable, dedicated server solution for their multiplayer games. Amazon GameLift provides tools for the following tasks: (1) acquire computing resources and deploy game servers, (2) scale game server capacity to meet player demand, (3) host game sessions and manage player access, and (4) track in-depth metrics on player usage and server performance.
The Amazon GameLift service API includes two important function sets:
Manage game sessions and player access -- Retrieve information on available game sessions; create new game sessions; send player requests to join a game session.
Configure and manage game server resources -- Manage builds, fleets, queues, and aliases; set autoscaling policies; retrieve logs and metrics.
This reference guide describes the low-level service API for Amazon GameLift. You can use the API functionality with these tools:
The Amazon Web Services software development kit (AWS SDK) is available in multiple languages including C++ and C#. Use the SDK to access the API programmatically from an application, such as a game client.
The AWS command-line interface (CLI) tool is primarily useful for handling administrative actions, such as setting up and managing Amazon GameLift settings and resources. You can use the AWS CLI to manage all of your AWS services.
The AWS Management Console for Amazon GameLift provides a web interface to manage your Amazon GameLift settings and resources. The console includes a dashboard for tracking key resources, including builds and fleets, and displays usage and performance metrics for your games as customizable graphs.
Amazon GameLift Local is a tool for testing your game's integration with Amazon GameLift before deploying it on the service. This tools supports a subset of key API actions, which can be called from either the AWS CLI or programmatically. See Testing an Integration.
MORE RESOURCES
Amazon GameLift Developer Guide -- Learn more about Amazon GameLift features and how to use them.
Lumberyard and Amazon GameLift Tutorials -- Get started fast with walkthroughs and sample projects.
GameDev Blog -- Stay up to date with new features and techniques.
GameDev Forums -- Connect with the GameDev community.
Amazon GameLift Document History -- See changes to the Amazon GameLift service, SDKs, and documentation, as well as links to release notes.
API SUMMARY
This list offers a functional overview of the Amazon GameLift service API.
Managing Games and Players
Use these actions to start new game sessions, find existing game sessions, track game session status and other information, and enable player access to game sessions.
Discover existing game sessions
SearchGameSessions -- Retrieve all available game sessions or search for game sessions that match a set of criteria.
Start new game sessions
Start new games with Queues to find the best available hosting resources across multiple regions, minimize player latency, and balance game session activity for efficiency and cost effectiveness.
StartGameSessionPlacement -- Request a new game session placement and add one or more players to it.
DescribeGameSessionPlacement -- Get details on a placement request, including status.
StopGameSessionPlacement -- Cancel a placement request.
CreateGameSession -- Start a new game session on a specific fleet. Available in Amazon GameLift Local.
Start new game sessions with FlexMatch matchmaking
StartMatchmaking -- Request matchmaking for one players or a group who want to play together.
DescribeMatchmaking -- Get details on a matchmaking request, including status.
AcceptMatch -- Register that a player accepts a proposed match, for matches that require player acceptance.
StopMatchmaking -- Cancel a matchmaking request.
Manage game session data
DescribeGameSessions -- Retrieve metadata for one or more game sessions, including length of time active and current player count. Available in Amazon GameLift Local.
DescribeGameSessionDetails -- Retrieve metadata and the game session protection setting for one or more game sessions.
UpdateGameSession -- Change game session settings, such as maximum player count and join policy.
GetGameSessionLogUrl -- Get the location of saved logs for a game session.
Manage player sessions
CreatePlayerSession -- Send a request for a player to join a game session. Available in Amazon GameLift Local.
CreatePlayerSessions -- Send a request for multiple players to join a game session. Available in Amazon GameLift Local.
DescribePlayerSessions -- Get details on player activity, including status, playing time, and player data. Available in Amazon GameLift Local.
Setting Up and Managing Game Servers
When setting up Amazon GameLift resources for your game, you first create a game build and upload it to Amazon GameLift. You can then use these actions to configure and manage a fleet of resources to run your game servers, scale capacity to meet player demand, access performance and utilization metrics, and more.
Manage game builds
CreateBuild -- Create a new build using files stored in an Amazon S3 bucket. (Update uploading permissions
with RequestUploadCredentials.) To create a build and upload files from a local path, use the AWS CLI command
upload-build
.
ListBuilds -- Get a list of all builds uploaded to a Amazon GameLift region.
DescribeBuild -- Retrieve information associated with a build.
UpdateBuild -- Change build metadata, including build name and version.
DeleteBuild -- Remove a build from Amazon GameLift.
Manage fleets
CreateFleet -- Configure and activate a new fleet to run a build's game servers.
ListFleets -- Get a list of all fleet IDs in a Amazon GameLift region (all statuses).
DeleteFleet -- Terminate a fleet that is no longer running game servers or hosting players.
View / update fleet configurations.
DescribeFleetAttributes / UpdateFleetAttributes -- View or change a fleet's metadata and settings for game session protection and resource creation limits.
DescribeFleetPortSettings / UpdateFleetPortSettings -- View or change the inbound permissions (IP address and port setting ranges) allowed for a fleet.
DescribeRuntimeConfiguration / UpdateRuntimeConfiguration -- View or change what server processes (and how many) to run on each instance in a fleet.
Control fleet capacity
DescribeEC2InstanceLimits -- Retrieve maximum number of instances allowed for the current AWS account and the current usage level.
DescribeFleetCapacity / UpdateFleetCapacity -- Retrieve the capacity settings and the current number of instances in a fleet; adjust fleet capacity settings to scale up or down.
Autoscale -- Manage autoscaling rules and apply them to a fleet.
PutScalingPolicy -- Create a new autoscaling policy, or update an existing one.
DescribeScalingPolicies -- Retrieve an existing autoscaling policy.
DeleteScalingPolicy -- Delete an autoscaling policy and stop it from affecting a fleet's capacity.
Manage VPC peering connections for fleets
CreateVpcPeeringAuthorization -- Authorize a peering connection to one of your VPCs.
DescribeVpcPeeringAuthorizations -- Retrieve valid peering connection authorizations.
DeleteVpcPeeringAuthorization -- Delete a peering connection authorization.
CreateVpcPeeringConnection -- Establish a peering connection between the VPC for a Amazon GameLift fleet and one of your VPCs.
DescribeVpcPeeringConnections -- Retrieve information on active or pending VPC peering connections with a Amazon GameLift fleet.
DeleteVpcPeeringConnection -- Delete a VPC peering connection with a Amazon GameLift fleet.
Access fleet activity statistics
DescribeFleetUtilization -- Get current data on the number of server processes, game sessions, and players currently active on a fleet.
DescribeFleetEvents -- Get a fleet's logged events for a specified time span.
DescribeGameSessions -- Retrieve metadata associated with one or more game sessions, including length of time active and current player count.
Remotely access an instance
DescribeInstances -- Get information on each instance in a fleet, including instance ID, IP address, and status.
GetInstanceAccess -- Request access credentials needed to remotely connect to a specified instance in a fleet.
Manage fleet aliases
CreateAlias -- Define a new alias and optionally assign it to a fleet.
ListAliases -- Get all fleet aliases defined in a Amazon GameLift region.
DescribeAlias -- Retrieve information on an existing alias.
UpdateAlias -- Change settings for a alias, such as redirecting it from one fleet to another.
DeleteAlias -- Remove an alias from the region.
ResolveAlias -- Get the fleet ID that a specified alias points to.
Manage game session queues
CreateGameSessionQueue -- Create a queue for processing requests for new game sessions.
DescribeGameSessionQueues -- Retrieve game session queues defined in a Amazon GameLift region.
UpdateGameSessionQueue -- Change the configuration of a game session queue.
DeleteGameSessionQueue -- Remove a game session queue from the region.
Manage FlexMatch resources
CreateMatchmakingConfiguration -- Create a matchmaking configuration with instructions for building a player group and placing in a new game session.
DescribeMatchmakingConfigurations -- Retrieve matchmaking configurations defined a Amazon GameLift region.
UpdateMatchmakingConfiguration -- Change settings for matchmaking configuration. queue.
DeleteMatchmakingConfiguration -- Remove a matchmaking configuration from the region.
CreateMatchmakingRuleSet -- Create a set of rules to use when searching for player matches.
DescribeMatchmakingRuleSets -- Retrieve matchmaking rule sets defined in a Amazon GameLift region.
ValidateMatchmakingRuleSet -- Verify syntax for a set of matchmaking rules.
ENDPOINT_PREFIX
acceptMatch, createAlias, createBuild, createFleet, createGameSession, createGameSessionQueue, createMatchmakingConfiguration, createMatchmakingRuleSet, createPlayerSession, createPlayerSessions, createVpcPeeringAuthorization, createVpcPeeringConnection, deleteAlias, deleteBuild, deleteFleet, deleteGameSessionQueue, deleteMatchmakingConfiguration, deleteScalingPolicy, deleteVpcPeeringAuthorization, deleteVpcPeeringConnection, describeAlias, describeBuild, describeEC2InstanceLimits, describeFleetAttributes, describeFleetCapacity, describeFleetEvents, describeFleetPortSettings, describeFleetUtilization, describeGameSessionDetails, describeGameSessionPlacement, describeGameSessionQueues, describeGameSessions, describeInstances, describeMatchmaking, describeMatchmakingConfigurations, describeMatchmakingRuleSets, describePlayerSessions, describeRuntimeConfiguration, describeScalingPolicies, describeVpcPeeringAuthorizations, describeVpcPeeringConnections, getCachedResponseMetadata, getGameSessionLogUrl, getInstanceAccess, listAliases, listBuilds, listFleets, putScalingPolicy, requestUploadCredentials, resolveAlias, searchGameSessions, setEndpoint, setRegion, shutdown, startGameSessionPlacement, startMatchmaking, stopGameSessionPlacement, stopMatchmaking, updateAlias, updateBuild, updateFleetAttributes, updateFleetCapacity, updateFleetPortSettings, updateGameSession, updateGameSessionQueue, updateMatchmakingConfiguration, updateRuntimeConfiguration, validateMatchmakingRuleSet
Future<AcceptMatchResult> acceptMatchAsync(AcceptMatchRequest acceptMatchRequest)
Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.
When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status
REQUIRES_ACCEPTANCE
. This is a trigger for your game to get acceptance from all players in the
ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an
error.
To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have
registered acceptance, the matchmaking tickets advance to status PLACING
, where a new game session
is created for the match.
If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed
match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where all players
accepted the match, the ticket status is returned to SEARCHING
to find a new match. For tickets
where one or more players failed to accept the match, the ticket status is set to FAILED
, and
processing is terminated. A new matchmaking request for these players can be submitted as needed.
Matchmaking-related operations include:
acceptMatchRequest
- Represents the input for a request action.Future<AcceptMatchResult> acceptMatchAsync(AcceptMatchRequest acceptMatchRequest, AsyncHandler<AcceptMatchRequest,AcceptMatchResult> asyncHandler)
Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.
When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status
REQUIRES_ACCEPTANCE
. This is a trigger for your game to get acceptance from all players in the
ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an
error.
To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have
registered acceptance, the matchmaking tickets advance to status PLACING
, where a new game session
is created for the match.
If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed
match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where all players
accepted the match, the ticket status is returned to SEARCHING
to find a new match. For tickets
where one or more players failed to accept the match, the ticket status is set to FAILED
, and
processing is terminated. A new matchmaking request for these players can be submitted as needed.
Matchmaking-related operations include:
acceptMatchRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateAliasResult> createAliasAsync(CreateAliasRequest createAliasRequest)
Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. By using a fleet alias instead of a specific fleet ID, you can switch gameplay and players to a new fleet without changing your game client or other game components. For example, for games in production, using an alias allows you to seamlessly redirect your player base to a new game server update.
Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.
To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can
point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned,
including an alias ID, which you can reference when creating a game session. You can reassign an alias to another
fleet by calling UpdateAlias
.
Alias-related operations include:
createAliasRequest
- Represents the input for a request action.Future<CreateAliasResult> createAliasAsync(CreateAliasRequest createAliasRequest, AsyncHandler<CreateAliasRequest,CreateAliasResult> asyncHandler)
Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. By using a fleet alias instead of a specific fleet ID, you can switch gameplay and players to a new fleet without changing your game client or other game components. For example, for games in production, using an alias allows you to seamlessly redirect your player base to a new game server update.
Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.
To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can
point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned,
including an alias ID, which you can reference when creating a game session. You can reassign an alias to another
fleet by calling UpdateAlias
.
Alias-related operations include:
createAliasRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateBuildResult> createBuildAsync(CreateBuildRequest createBuildRequest)
Creates a new Amazon GameLift build from a set of game server binary files stored in an Amazon Simple Storage
Service (Amazon S3) location. To use this API call, create a .zip
file containing all of the files
for the build and store it in an Amazon S3 bucket under your AWS account. For help on packaging your build files
and creating a build, see Uploading Your Game to
Amazon GameLift.
Use this API action ONLY if you are storing your game build files in an Amazon S3 bucket. To create a build using
files stored locally, use the CLI command upload-build
, which uploads the build files from a file location you specify.
To create a new build using CreateBuild
, identify the storage location and operating system of your
game build. You also have the option of specifying a build name and version. If successful, this action creates a
new build record with an unique build ID and in INITIALIZED
status. Use the API call
DescribeBuild to check the status of your build. A build must be in READY
status before it
can be used to create fleets to host your game.
Build-related operations include:
createBuildRequest
- Represents the input for a request action.Future<CreateBuildResult> createBuildAsync(CreateBuildRequest createBuildRequest, AsyncHandler<CreateBuildRequest,CreateBuildResult> asyncHandler)
Creates a new Amazon GameLift build from a set of game server binary files stored in an Amazon Simple Storage
Service (Amazon S3) location. To use this API call, create a .zip
file containing all of the files
for the build and store it in an Amazon S3 bucket under your AWS account. For help on packaging your build files
and creating a build, see Uploading Your Game to
Amazon GameLift.
Use this API action ONLY if you are storing your game build files in an Amazon S3 bucket. To create a build using
files stored locally, use the CLI command upload-build
, which uploads the build files from a file location you specify.
To create a new build using CreateBuild
, identify the storage location and operating system of your
game build. You also have the option of specifying a build name and version. If successful, this action creates a
new build record with an unique build ID and in INITIALIZED
status. Use the API call
DescribeBuild to check the status of your build. A build must be in READY
status before it
can be used to create fleets to host your game.
Build-related operations include:
createBuildRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateFleetResult> createFleetAsync(CreateFleetRequest createFleetRequest)
Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2)
instances, each of which can run multiple server processes to host game sessions. You configure a fleet to create
instances with certain hardware specifications (see Amazon
EC2 Instance Types for more information), and deploy a specified game build to each instance. A newly created
fleet passes through several statuses; once it reaches the ACTIVE
status, it can begin hosting game
sessions.
To create a new fleet, you must specify the following: (1) fleet name, (2) build ID of an uploaded game build, (3) an EC2 instance type, and (4) a run-time configuration that describes which server processes to run on each instance in the fleet. (Although the run-time configuration is not a required parameter, the fleet cannot be successfully activated without it.)
You can also configure the new fleet with the following settings:
Fleet description
Access permissions for inbound traffic
Fleet-wide game session protection
Resource creation limit
If you use Amazon CloudWatch for metrics, you can add the new fleet to a metric group. This allows you to view aggregated metrics for a set of fleets. Once you specify a metric group, the new fleet's metrics are included in the metric group's data.
You have the option of creating a VPC peering connection with the new fleet. For more information, see VPC Peering with Amazon GameLift Fleets.
If the CreateFleet call is successful, Amazon GameLift performs the following tasks:
Creates a fleet record and sets the status to NEW
(followed by other statuses as the fleet is
activated).
Sets the fleet's target capacity to 1 (desired instances), which causes Amazon GameLift to start one new EC2 instance.
Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, Amazon GameLift staggers each launch by a few seconds.
Begins writing events to the fleet event log, which can be accessed in the Amazon GameLift console.
Sets the fleet's status to ACTIVE
as soon as one server process in the fleet is ready to host a game
session.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
createFleetRequest
- Represents the input for a request action.Future<CreateFleetResult> createFleetAsync(CreateFleetRequest createFleetRequest, AsyncHandler<CreateFleetRequest,CreateFleetResult> asyncHandler)
Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2)
instances, each of which can run multiple server processes to host game sessions. You configure a fleet to create
instances with certain hardware specifications (see Amazon
EC2 Instance Types for more information), and deploy a specified game build to each instance. A newly created
fleet passes through several statuses; once it reaches the ACTIVE
status, it can begin hosting game
sessions.
To create a new fleet, you must specify the following: (1) fleet name, (2) build ID of an uploaded game build, (3) an EC2 instance type, and (4) a run-time configuration that describes which server processes to run on each instance in the fleet. (Although the run-time configuration is not a required parameter, the fleet cannot be successfully activated without it.)
You can also configure the new fleet with the following settings:
Fleet description
Access permissions for inbound traffic
Fleet-wide game session protection
Resource creation limit
If you use Amazon CloudWatch for metrics, you can add the new fleet to a metric group. This allows you to view aggregated metrics for a set of fleets. Once you specify a metric group, the new fleet's metrics are included in the metric group's data.
You have the option of creating a VPC peering connection with the new fleet. For more information, see VPC Peering with Amazon GameLift Fleets.
If the CreateFleet call is successful, Amazon GameLift performs the following tasks:
Creates a fleet record and sets the status to NEW
(followed by other statuses as the fleet is
activated).
Sets the fleet's target capacity to 1 (desired instances), which causes Amazon GameLift to start one new EC2 instance.
Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, Amazon GameLift staggers each launch by a few seconds.
Begins writing events to the fleet event log, which can be accessed in the Amazon GameLift console.
Sets the fleet's status to ACTIVE
as soon as one server process in the fleet is ready to host a game
session.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
createFleetRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateGameSessionResult> createGameSessionAsync(CreateGameSessionRequest createGameSessionRequest)
Creates a multiplayer game session for players. This action creates a game session record and assigns an
available server process in the specified fleet to host the game session. A fleet must have an
ACTIVE
status before a game session can be created in it.
To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing the game session properties and other settings you specified.
Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change.
Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request.
Player acceptance policy. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.
Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.
Available in Amazon GameLift Local.
Game-session-related operations include:
createGameSessionRequest
- Represents the input for a request action.Future<CreateGameSessionResult> createGameSessionAsync(CreateGameSessionRequest createGameSessionRequest, AsyncHandler<CreateGameSessionRequest,CreateGameSessionResult> asyncHandler)
Creates a multiplayer game session for players. This action creates a game session record and assigns an
available server process in the specified fleet to host the game session. A fleet must have an
ACTIVE
status before a game session can be created in it.
To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing the game session properties and other settings you specified.
Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change.
Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request.
Player acceptance policy. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.
Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.
Available in Amazon GameLift Local.
Game-session-related operations include:
createGameSessionRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateGameSessionQueueResult> createGameSessionQueueAsync(CreateGameSessionQueueRequest createGameSessionQueueRequest)
Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple regions. To add placement requests to a queue, call StartGameSessionPlacement and reference the queue name.
Destination order. When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience.
Player latency policies. For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc.
To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned.
Queue-related operations include:
createGameSessionQueueRequest
- Represents the input for a request action.Future<CreateGameSessionQueueResult> createGameSessionQueueAsync(CreateGameSessionQueueRequest createGameSessionQueueRequest, AsyncHandler<CreateGameSessionQueueRequest,CreateGameSessionQueueResult> asyncHandler)
Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple regions. To add placement requests to a queue, call StartGameSessionPlacement and reference the queue name.
Destination order. When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience.
Player latency policies. For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc.
To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned.
Queue-related operations include:
createGameSessionQueueRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateMatchmakingConfigurationResult> createMatchmakingConfigurationAsync(CreateMatchmakingConfigurationRequest createMatchmakingConfigurationRequest)
Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines for matching players and getting the matches into games. You can set up multiple matchmaking configurations to handle the scenarios needed for your game. Each matchmaking request (StartMatchmaking) specifies a configuration for the match and provides player attributes to support the configuration being used.
To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a new game session for the match; and the maximum time allowed for a matchmaking attempt.
Player acceptance -- In each configuration, you have the option to require that all players accept participation in a proposed match. To enable this feature, set AcceptanceRequired to true and specify a time limit for player acceptance. Players have the option to accept or reject a proposed match, and a match does not move ahead to game session placement unless all matched players accept.
Matchmaking status notification -- There are two ways to track the progress of matchmaking tickets: (1)
polling ticket status with DescribeMatchmaking; or (2) receiving notifications with Amazon Simple
Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the
notifications, and provide the topic ARN in the matchmaking configuration (see Setting up
Notifications for Matchmaking). Since notifications promise only "best effort" delivery, we recommend calling
DescribeMatchmaking
if no notifications are received within 30 seconds.
Operations related to match configurations and rule sets include:
createMatchmakingConfigurationRequest
- Represents the input for a request action.Future<CreateMatchmakingConfigurationResult> createMatchmakingConfigurationAsync(CreateMatchmakingConfigurationRequest createMatchmakingConfigurationRequest, AsyncHandler<CreateMatchmakingConfigurationRequest,CreateMatchmakingConfigurationResult> asyncHandler)
Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines for matching players and getting the matches into games. You can set up multiple matchmaking configurations to handle the scenarios needed for your game. Each matchmaking request (StartMatchmaking) specifies a configuration for the match and provides player attributes to support the configuration being used.
To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a new game session for the match; and the maximum time allowed for a matchmaking attempt.
Player acceptance -- In each configuration, you have the option to require that all players accept participation in a proposed match. To enable this feature, set AcceptanceRequired to true and specify a time limit for player acceptance. Players have the option to accept or reject a proposed match, and a match does not move ahead to game session placement unless all matched players accept.
Matchmaking status notification -- There are two ways to track the progress of matchmaking tickets: (1)
polling ticket status with DescribeMatchmaking; or (2) receiving notifications with Amazon Simple
Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the
notifications, and provide the topic ARN in the matchmaking configuration (see Setting up
Notifications for Matchmaking). Since notifications promise only "best effort" delivery, we recommend calling
DescribeMatchmaking
if no notifications are received within 30 seconds.
Operations related to match configurations and rule sets include:
createMatchmakingConfigurationRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateMatchmakingRuleSetResult> createMatchmakingRuleSetAsync(CreateMatchmakingRuleSetRequest createMatchmakingRuleSetRequest)
Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams, and sets the parameters for acceptable player matches, such as minimum skill level or character type. Rule sets are used in matchmaking configurations, which define how matchmaking requests are handled. Each MatchmakingConfiguration uses one rule set; you can set up multiple rule sets to handle the scenarios that suit your game (such as for different game modes), and create a separate matchmaking configuration for each rule set. See additional information on rule set content in the MatchmakingRuleSet structure. For help creating rule sets, including useful examples, see the topic Adding FlexMatch to Your Game.
Once created, matchmaking rule sets cannot be changed or deleted, so we recommend checking the rule set syntax using ValidateMatchmakingRuleSetbefore creating the rule set.
To create a matchmaking rule set, provide the set of rules and a unique name. Rule sets must be defined in the same region as the matchmaking configuration they will be used with. Rule sets cannot be edited or deleted. If you need to change a rule set, create a new one with the necessary edits and then update matchmaking configurations to use the new rule set.
Operations related to match configurations and rule sets include:
createMatchmakingRuleSetRequest
- Represents the input for a request action.Future<CreateMatchmakingRuleSetResult> createMatchmakingRuleSetAsync(CreateMatchmakingRuleSetRequest createMatchmakingRuleSetRequest, AsyncHandler<CreateMatchmakingRuleSetRequest,CreateMatchmakingRuleSetResult> asyncHandler)
Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams, and sets the parameters for acceptable player matches, such as minimum skill level or character type. Rule sets are used in matchmaking configurations, which define how matchmaking requests are handled. Each MatchmakingConfiguration uses one rule set; you can set up multiple rule sets to handle the scenarios that suit your game (such as for different game modes), and create a separate matchmaking configuration for each rule set. See additional information on rule set content in the MatchmakingRuleSet structure. For help creating rule sets, including useful examples, see the topic Adding FlexMatch to Your Game.
Once created, matchmaking rule sets cannot be changed or deleted, so we recommend checking the rule set syntax using ValidateMatchmakingRuleSetbefore creating the rule set.
To create a matchmaking rule set, provide the set of rules and a unique name. Rule sets must be defined in the same region as the matchmaking configuration they will be used with. Rule sets cannot be edited or deleted. If you need to change a rule set, create a new one with the necessary edits and then update matchmaking configurations to use the new rule set.
Operations related to match configurations and rule sets include:
createMatchmakingRuleSetRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreatePlayerSessionResult> createPlayerSessionAsync(CreatePlayerSessionRequest createPlayerSessionRequest)
Adds a player to a game session and creates a player session record. Before a player can be added, a game session
must have an ACTIVE
status, have a creation policy of ALLOW_ALL
, and have an open
player slot. To add a group of players to a game session, use CreatePlayerSessions.
To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, the player is added to the game session and a new PlayerSession object is returned. Player sessions cannot be updated.
Available in Amazon GameLift Local.
Player-session-related operations include:
createPlayerSessionRequest
- Represents the input for a request action.Future<CreatePlayerSessionResult> createPlayerSessionAsync(CreatePlayerSessionRequest createPlayerSessionRequest, AsyncHandler<CreatePlayerSessionRequest,CreatePlayerSessionResult> asyncHandler)
Adds a player to a game session and creates a player session record. Before a player can be added, a game session
must have an ACTIVE
status, have a creation policy of ALLOW_ALL
, and have an open
player slot. To add a group of players to a game session, use CreatePlayerSessions.
To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, the player is added to the game session and a new PlayerSession object is returned. Player sessions cannot be updated.
Available in Amazon GameLift Local.
Player-session-related operations include:
createPlayerSessionRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreatePlayerSessionsResult> createPlayerSessionsAsync(CreatePlayerSessionsRequest createPlayerSessionsRequest)
Adds a group of players to a game session. This action is useful with a team matching feature. Before players can
be added, a game session must have an ACTIVE
status, have a creation policy of
ALLOW_ALL
, and have an open player slot. To add a single player to a game session, use
CreatePlayerSession.
To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, the players are added to the game session and a set of new PlayerSession objects is returned. Player sessions cannot be updated.
Available in Amazon GameLift Local.
Player-session-related operations include:
createPlayerSessionsRequest
- Represents the input for a request action.Future<CreatePlayerSessionsResult> createPlayerSessionsAsync(CreatePlayerSessionsRequest createPlayerSessionsRequest, AsyncHandler<CreatePlayerSessionsRequest,CreatePlayerSessionsResult> asyncHandler)
Adds a group of players to a game session. This action is useful with a team matching feature. Before players can
be added, a game session must have an ACTIVE
status, have a creation policy of
ALLOW_ALL
, and have an open player slot. To add a single player to a game session, use
CreatePlayerSession.
To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, the players are added to the game session and a set of new PlayerSession objects is returned. Player sessions cannot be updated.
Available in Amazon GameLift Local.
Player-session-related operations include:
createPlayerSessionsRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateVpcPeeringAuthorizationResult> createVpcPeeringAuthorizationAsync(CreateVpcPeeringAuthorizationRequest createVpcPeeringAuthorizationRequest)
Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your AWS account. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets.
You can peer with VPCs that are owned by any AWS account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions.
To request authorization to create a connection, call this operation from the AWS account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the AWS account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC.
To request authorization to delete a connection, call this operation from the AWS account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the AWS account that you use to manage Amazon GameLift.
The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid.
VPC peering connection operations include:
createVpcPeeringAuthorizationRequest
- Represents the input for a request action.Future<CreateVpcPeeringAuthorizationResult> createVpcPeeringAuthorizationAsync(CreateVpcPeeringAuthorizationRequest createVpcPeeringAuthorizationRequest, AsyncHandler<CreateVpcPeeringAuthorizationRequest,CreateVpcPeeringAuthorizationResult> asyncHandler)
Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your AWS account. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets.
You can peer with VPCs that are owned by any AWS account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions.
To request authorization to create a connection, call this operation from the AWS account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the AWS account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC.
To request authorization to delete a connection, call this operation from the AWS account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the AWS account that you use to manage Amazon GameLift.
The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid.
VPC peering connection operations include:
createVpcPeeringAuthorizationRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<CreateVpcPeeringConnectionResult> createVpcPeeringConnectionAsync(CreateVpcPeeringConnectionRequest createVpcPeeringConnectionRequest)
Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. You can peer with VPCs in any AWS account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions. For more information, see VPC Peering with Amazon GameLift Fleets.
Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.
To establish the connection, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The AWS account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents.
VPC peering connection operations include:
createVpcPeeringConnectionRequest
- Represents the input for a request action.Future<CreateVpcPeeringConnectionResult> createVpcPeeringConnectionAsync(CreateVpcPeeringConnectionRequest createVpcPeeringConnectionRequest, AsyncHandler<CreateVpcPeeringConnectionRequest,CreateVpcPeeringConnectionResult> asyncHandler)
Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. You can peer with VPCs in any AWS account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions. For more information, see VPC Peering with Amazon GameLift Fleets.
Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.
To establish the connection, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The AWS account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents.
VPC peering connection operations include:
createVpcPeeringConnectionRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteAliasResult> deleteAliasAsync(DeleteAliasRequest deleteAliasRequest)
Deletes an alias. This action removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.
Alias-related operations include:
deleteAliasRequest
- Represents the input for a request action.Future<DeleteAliasResult> deleteAliasAsync(DeleteAliasRequest deleteAliasRequest, AsyncHandler<DeleteAliasRequest,DeleteAliasResult> asyncHandler)
Deletes an alias. This action removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.
Alias-related operations include:
deleteAliasRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteBuildResult> deleteBuildAsync(DeleteBuildRequest deleteBuildRequest)
Deletes a build. This action permanently deletes the build record and any uploaded build files.
To delete a build, specify its ID. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.
Build-related operations include:
deleteBuildRequest
- Represents the input for a request action.Future<DeleteBuildResult> deleteBuildAsync(DeleteBuildRequest deleteBuildRequest, AsyncHandler<DeleteBuildRequest,DeleteBuildResult> asyncHandler)
Deletes a build. This action permanently deletes the build record and any uploaded build files.
To delete a build, specify its ID. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.
Build-related operations include:
deleteBuildRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteFleetResult> deleteFleetAsync(DeleteFleetRequest deleteFleetRequest)
Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.
This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
deleteFleetRequest
- Represents the input for a request action.Future<DeleteFleetResult> deleteFleetAsync(DeleteFleetRequest deleteFleetRequest, AsyncHandler<DeleteFleetRequest,DeleteFleetResult> asyncHandler)
Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.
This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
deleteFleetRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteGameSessionQueueResult> deleteGameSessionQueueAsync(DeleteGameSessionQueueRequest deleteGameSessionQueueRequest)
Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference this queue will fail. To delete a queue, specify the queue name.
Queue-related operations include:
deleteGameSessionQueueRequest
- Represents the input for a request action.Future<DeleteGameSessionQueueResult> deleteGameSessionQueueAsync(DeleteGameSessionQueueRequest deleteGameSessionQueueRequest, AsyncHandler<DeleteGameSessionQueueRequest,DeleteGameSessionQueueResult> asyncHandler)
Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference this queue will fail. To delete a queue, specify the queue name.
Queue-related operations include:
deleteGameSessionQueueRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteMatchmakingConfigurationResult> deleteMatchmakingConfigurationAsync(DeleteMatchmakingConfigurationRequest deleteMatchmakingConfigurationRequest)
Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.
Operations related to match configurations and rule sets include:
deleteMatchmakingConfigurationRequest
- Represents the input for a request action.Future<DeleteMatchmakingConfigurationResult> deleteMatchmakingConfigurationAsync(DeleteMatchmakingConfigurationRequest deleteMatchmakingConfigurationRequest, AsyncHandler<DeleteMatchmakingConfigurationRequest,DeleteMatchmakingConfigurationResult> asyncHandler)
Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.
Operations related to match configurations and rule sets include:
deleteMatchmakingConfigurationRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteScalingPolicyResult> deleteScalingPolicyAsync(DeleteScalingPolicyRequest deleteScalingPolicyRequest)
Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
deleteScalingPolicyRequest
- Represents the input for a request action.Future<DeleteScalingPolicyResult> deleteScalingPolicyAsync(DeleteScalingPolicyRequest deleteScalingPolicyRequest, AsyncHandler<DeleteScalingPolicyRequest,DeleteScalingPolicyResult> asyncHandler)
Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
deleteScalingPolicyRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteVpcPeeringAuthorizationResult> deleteVpcPeeringAuthorizationAsync(DeleteVpcPeeringAuthorizationRequest deleteVpcPeeringAuthorizationRequest)
Cancels a pending VPC peering authorization for the specified VPC. If the authorization has already been used to create a peering connection, call DeleteVpcPeeringConnection to remove the connection.
VPC peering connection operations include:
deleteVpcPeeringAuthorizationRequest
- Represents the input for a request action.Future<DeleteVpcPeeringAuthorizationResult> deleteVpcPeeringAuthorizationAsync(DeleteVpcPeeringAuthorizationRequest deleteVpcPeeringAuthorizationRequest, AsyncHandler<DeleteVpcPeeringAuthorizationRequest,DeleteVpcPeeringAuthorizationResult> asyncHandler)
Cancels a pending VPC peering authorization for the specified VPC. If the authorization has already been used to create a peering connection, call DeleteVpcPeeringConnection to remove the connection.
VPC peering connection operations include:
deleteVpcPeeringAuthorizationRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DeleteVpcPeeringConnectionResult> deleteVpcPeeringConnectionAsync(DeleteVpcPeeringConnectionRequest deleteVpcPeeringConnectionRequest)
Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization.
Once a valid authorization exists, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.
VPC peering connection operations include:
deleteVpcPeeringConnectionRequest
- Represents the input for a request action.Future<DeleteVpcPeeringConnectionResult> deleteVpcPeeringConnectionAsync(DeleteVpcPeeringConnectionRequest deleteVpcPeeringConnectionRequest, AsyncHandler<DeleteVpcPeeringConnectionRequest,DeleteVpcPeeringConnectionResult> asyncHandler)
Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization.
Once a valid authorization exists, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.
VPC peering connection operations include:
deleteVpcPeeringConnectionRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeAliasResult> describeAliasAsync(DescribeAliasRequest describeAliasRequest)
Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's
target fleet ID only, use ResolveAlias
.
To get alias properties, specify the alias ID. If successful, the requested alias record is returned.
Alias-related operations include:
describeAliasRequest
- Represents the input for a request action.Future<DescribeAliasResult> describeAliasAsync(DescribeAliasRequest describeAliasRequest, AsyncHandler<DescribeAliasRequest,DescribeAliasResult> asyncHandler)
Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's
target fleet ID only, use ResolveAlias
.
To get alias properties, specify the alias ID. If successful, the requested alias record is returned.
Alias-related operations include:
describeAliasRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeBuildResult> describeBuildAsync(DescribeBuildRequest describeBuildRequest)
Retrieves properties for a build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.
Build-related operations include:
describeBuildRequest
- Represents the input for a request action.Future<DescribeBuildResult> describeBuildAsync(DescribeBuildRequest describeBuildRequest, AsyncHandler<DescribeBuildRequest,DescribeBuildResult> asyncHandler)
Retrieves properties for a build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.
Build-related operations include:
describeBuildRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeEC2InstanceLimitsResult> describeEC2InstanceLimitsAsync(DescribeEC2InstanceLimitsRequest describeEC2InstanceLimitsRequest)
Retrieves the following information for the specified EC2 instance type:
maximum number of instances allowed per AWS account (service limit)
current usage level for the AWS account
Service limits vary depending on region. Available regions for Amazon GameLift can be found in the AWS Management Console for Amazon GameLift (see the drop-down list in the upper right corner).
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
describeEC2InstanceLimitsRequest
- Represents the input for a request action.Future<DescribeEC2InstanceLimitsResult> describeEC2InstanceLimitsAsync(DescribeEC2InstanceLimitsRequest describeEC2InstanceLimitsRequest, AsyncHandler<DescribeEC2InstanceLimitsRequest,DescribeEC2InstanceLimitsResult> asyncHandler)
Retrieves the following information for the specified EC2 instance type:
maximum number of instances allowed per AWS account (service limit)
current usage level for the AWS account
Service limits vary depending on region. Available regions for Amazon GameLift can be found in the AWS Management Console for Amazon GameLift (see the drop-down list in the upper right corner).
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
describeEC2InstanceLimitsRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeFleetAttributesResult> describeFleetAttributesAsync(DescribeFleetAttributesRequest describeFleetAttributesRequest)
Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
describeFleetAttributesRequest
- Represents the input for a request action.Future<DescribeFleetAttributesResult> describeFleetAttributesAsync(DescribeFleetAttributesRequest describeFleetAttributesRequest, AsyncHandler<DescribeFleetAttributesRequest,DescribeFleetAttributesResult> asyncHandler)
Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
describeFleetAttributesRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeFleetCapacityResult> describeFleetCapacityAsync(DescribeFleetCapacityRequest describeFleetCapacityRequest)
Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
describeFleetCapacityRequest
- Represents the input for a request action.Future<DescribeFleetCapacityResult> describeFleetCapacityAsync(DescribeFleetCapacityRequest describeFleetCapacityRequest, AsyncHandler<DescribeFleetCapacityRequest,DescribeFleetCapacityResult> asyncHandler)
Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
describeFleetCapacityRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeFleetEventsResult> describeFleetEventsAsync(DescribeFleetEventsRequest describeFleetEventsRequest)
Retrieves entries from the specified fleet's event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
describeFleetEventsRequest
- Represents the input for a request action.Future<DescribeFleetEventsResult> describeFleetEventsAsync(DescribeFleetEventsRequest describeFleetEventsRequest, AsyncHandler<DescribeFleetEventsRequest,DescribeFleetEventsResult> asyncHandler)
Retrieves entries from the specified fleet's event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
describeFleetEventsRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeFleetPortSettingsResult> describeFleetPortSettingsAsync(DescribeFleetPortSettingsRequest describeFleetPortSettingsRequest)
Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
describeFleetPortSettingsRequest
- Represents the input for a request action.Future<DescribeFleetPortSettingsResult> describeFleetPortSettingsAsync(DescribeFleetPortSettingsRequest describeFleetPortSettingsRequest, AsyncHandler<DescribeFleetPortSettingsRequest,DescribeFleetPortSettingsResult> asyncHandler)
Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
describeFleetPortSettingsRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeFleetUtilizationResult> describeFleetUtilizationAsync(DescribeFleetUtilizationRequest describeFleetUtilizationRequest)
Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
describeFleetUtilizationRequest
- Represents the input for a request action.Future<DescribeFleetUtilizationResult> describeFleetUtilizationAsync(DescribeFleetUtilizationRequest describeFleetUtilizationRequest, AsyncHandler<DescribeFleetUtilizationRequest,DescribeFleetUtilizationResult> asyncHandler)
Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
describeFleetUtilizationRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeGameSessionDetailsResult> describeGameSessionDetailsAsync(DescribeGameSessionDetailsRequest describeGameSessionDetailsRequest)
Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be
used in several ways: (1) provide a GameSessionId
or GameSessionArn
to request details
for a specific game session; (2) provide either a FleetId
or an AliasId
to request
properties for all game sessions running on a fleet.
To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.
Game-session-related operations include:
describeGameSessionDetailsRequest
- Represents the input for a request action.Future<DescribeGameSessionDetailsResult> describeGameSessionDetailsAsync(DescribeGameSessionDetailsRequest describeGameSessionDetailsRequest, AsyncHandler<DescribeGameSessionDetailsRequest,DescribeGameSessionDetailsResult> asyncHandler)
Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be
used in several ways: (1) provide a GameSessionId
or GameSessionArn
to request details
for a specific game session; (2) provide either a FleetId
or an AliasId
to request
properties for all game sessions running on a fleet.
To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.
Game-session-related operations include:
describeGameSessionDetailsRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeGameSessionPlacementResult> describeGameSessionPlacementAsync(DescribeGameSessionPlacementRequest describeGameSessionPlacementRequest)
Retrieves properties and current status of a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement object is returned.
Game-session-related operations include:
describeGameSessionPlacementRequest
- Represents the input for a request action.Future<DescribeGameSessionPlacementResult> describeGameSessionPlacementAsync(DescribeGameSessionPlacementRequest describeGameSessionPlacementRequest, AsyncHandler<DescribeGameSessionPlacementRequest,DescribeGameSessionPlacementResult> asyncHandler)
Retrieves properties and current status of a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement object is returned.
Game-session-related operations include:
describeGameSessionPlacementRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeGameSessionQueuesResult> describeGameSessionQueuesAsync(DescribeGameSessionQueuesRequest describeGameSessionQueuesRequest)
Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the region.
Queue-related operations include:
describeGameSessionQueuesRequest
- Represents the input for a request action.Future<DescribeGameSessionQueuesResult> describeGameSessionQueuesAsync(DescribeGameSessionQueuesRequest describeGameSessionQueuesRequest, AsyncHandler<DescribeGameSessionQueuesRequest,DescribeGameSessionQueuesResult> asyncHandler)
Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the region.
Queue-related operations include:
describeGameSessionQueuesRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeGameSessionsResult> describeGameSessionsAsync(DescribeGameSessionsRequest describeGameSessionsRequest)
Retrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails.
To get game sessions, specify one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session matching the request.
Available in Amazon GameLift Local.
Game-session-related operations include:
describeGameSessionsRequest
- Represents the input for a request action.Future<DescribeGameSessionsResult> describeGameSessionsAsync(DescribeGameSessionsRequest describeGameSessionsRequest, AsyncHandler<DescribeGameSessionsRequest,DescribeGameSessionsResult> asyncHandler)
Retrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails.
To get game sessions, specify one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session matching the request.
Available in Amazon GameLift Local.
Game-session-related operations include:
describeGameSessionsRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeInstancesResult> describeInstancesAsync(DescribeInstancesRequest describeInstancesRequest)
Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance.
To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.
describeInstancesRequest
- Represents the input for a request action.Future<DescribeInstancesResult> describeInstancesAsync(DescribeInstancesRequest describeInstancesRequest, AsyncHandler<DescribeInstancesRequest,DescribeInstancesResult> asyncHandler)
Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance.
To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.
describeInstancesRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeMatchmakingResult> describeMatchmakingAsync(DescribeMatchmakingRequest describeMatchmakingRequest)
Retrieves a set of one or more matchmaking tickets. Use this operation to retrieve ticket information, including status and--once a successful match is made--acquire connection information for the resulting new game session.
You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to using event notifications. See more details on tracking matchmaking requests through polling or notifications in StartMatchmaking.
You can request data for a one or a list of ticket IDs. If the request is successful, a ticket object is returned for each requested ID. When specifying a list of ticket IDs, objects are returned only for tickets that currently exist.
Matchmaking-related operations include:
describeMatchmakingRequest
- Represents the input for a request action.Future<DescribeMatchmakingResult> describeMatchmakingAsync(DescribeMatchmakingRequest describeMatchmakingRequest, AsyncHandler<DescribeMatchmakingRequest,DescribeMatchmakingResult> asyncHandler)
Retrieves a set of one or more matchmaking tickets. Use this operation to retrieve ticket information, including status and--once a successful match is made--acquire connection information for the resulting new game session.
You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to using event notifications. See more details on tracking matchmaking requests through polling or notifications in StartMatchmaking.
You can request data for a one or a list of ticket IDs. If the request is successful, a ticket object is returned for each requested ID. When specifying a list of ticket IDs, objects are returned only for tickets that currently exist.
Matchmaking-related operations include:
describeMatchmakingRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeMatchmakingConfigurationsResult> describeMatchmakingConfigurationsAsync(DescribeMatchmakingConfigurationsRequest describeMatchmakingConfigurationsRequest)
Retrieves the details of FlexMatch matchmaking configurations. with this operation, you have the following options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to retrieve, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.
Operations related to match configurations and rule sets include:
describeMatchmakingConfigurationsRequest
- Represents the input for a request action.Future<DescribeMatchmakingConfigurationsResult> describeMatchmakingConfigurationsAsync(DescribeMatchmakingConfigurationsRequest describeMatchmakingConfigurationsRequest, AsyncHandler<DescribeMatchmakingConfigurationsRequest,DescribeMatchmakingConfigurationsResult> asyncHandler)
Retrieves the details of FlexMatch matchmaking configurations. with this operation, you have the following options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to retrieve, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.
Operations related to match configurations and rule sets include:
describeMatchmakingConfigurationsRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeMatchmakingRuleSetsResult> describeMatchmakingRuleSetsAsync(DescribeMatchmakingRuleSetsRequest describeMatchmakingRuleSetsRequest)
Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name.
Operations related to match configurations and rule sets include:
describeMatchmakingRuleSetsRequest
- Represents the input for a request action.Future<DescribeMatchmakingRuleSetsResult> describeMatchmakingRuleSetsAsync(DescribeMatchmakingRuleSetsRequest describeMatchmakingRuleSetsRequest, AsyncHandler<DescribeMatchmakingRuleSetsRequest,DescribeMatchmakingRuleSetsResult> asyncHandler)
Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name.
Operations related to match configurations and rule sets include:
describeMatchmakingRuleSetsRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribePlayerSessionsResult> describePlayerSessionsAsync(DescribePlayerSessionsRequest describePlayerSessionsRequest)
Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a
PlayerSessionId
to request properties for a specific player session; (2) provide a
GameSessionId
to request properties for all player sessions in the specified game session; (3)
provide a PlayerId
to request properties for all player sessions of a specified player.
To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.
Available in Amazon GameLift Local.
Player-session-related operations include:
describePlayerSessionsRequest
- Represents the input for a request action.Future<DescribePlayerSessionsResult> describePlayerSessionsAsync(DescribePlayerSessionsRequest describePlayerSessionsRequest, AsyncHandler<DescribePlayerSessionsRequest,DescribePlayerSessionsResult> asyncHandler)
Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a
PlayerSessionId
to request properties for a specific player session; (2) provide a
GameSessionId
to request properties for all player sessions in the specified game session; (3)
provide a PlayerId
to request properties for all player sessions of a specified player.
To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.
Available in Amazon GameLift Local.
Player-session-related operations include:
describePlayerSessionsRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeRuntimeConfigurationResult> describeRuntimeConfigurationAsync(DescribeRuntimeConfigurationRequest describeRuntimeConfigurationRequest)
Retrieves the current run-time configuration for the specified fleet. The run-time configuration tells Amazon GameLift how to launch server processes on instances in the fleet.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
describeRuntimeConfigurationRequest
- Represents the input for a request action.Future<DescribeRuntimeConfigurationResult> describeRuntimeConfigurationAsync(DescribeRuntimeConfigurationRequest describeRuntimeConfigurationRequest, AsyncHandler<DescribeRuntimeConfigurationRequest,DescribeRuntimeConfigurationResult> asyncHandler)
Retrieves the current run-time configuration for the specified fleet. The run-time configuration tells Amazon GameLift how to launch server processes on instances in the fleet.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
describeRuntimeConfigurationRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeScalingPoliciesResult> describeScalingPoliciesAsync(DescribeScalingPoliciesRequest describeScalingPoliciesRequest)
Retrieves all scaling policies applied to a fleet.
To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
describeScalingPoliciesRequest
- Represents the input for a request action.Future<DescribeScalingPoliciesResult> describeScalingPoliciesAsync(DescribeScalingPoliciesRequest describeScalingPoliciesRequest, AsyncHandler<DescribeScalingPoliciesRequest,DescribeScalingPoliciesResult> asyncHandler)
Retrieves all scaling policies applied to a fleet.
To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
describeScalingPoliciesRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeVpcPeeringAuthorizationsResult> describeVpcPeeringAuthorizationsAsync(DescribeVpcPeeringAuthorizationsRequest describeVpcPeeringAuthorizationsRequest)
Retrieves valid VPC peering authorizations that are pending for the AWS account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.
VPC peering connection operations include:
describeVpcPeeringAuthorizationsRequest
- Future<DescribeVpcPeeringAuthorizationsResult> describeVpcPeeringAuthorizationsAsync(DescribeVpcPeeringAuthorizationsRequest describeVpcPeeringAuthorizationsRequest, AsyncHandler<DescribeVpcPeeringAuthorizationsRequest,DescribeVpcPeeringAuthorizationsResult> asyncHandler)
Retrieves valid VPC peering authorizations that are pending for the AWS account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.
VPC peering connection operations include:
describeVpcPeeringAuthorizationsRequest
- asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<DescribeVpcPeeringConnectionsResult> describeVpcPeeringConnectionsAsync(DescribeVpcPeeringConnectionsRequest describeVpcPeeringConnectionsRequest)
Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID.
To retrieve connection information, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect.
VPC peering connection operations include:
describeVpcPeeringConnectionsRequest
- Represents the input for a request action.Future<DescribeVpcPeeringConnectionsResult> describeVpcPeeringConnectionsAsync(DescribeVpcPeeringConnectionsRequest describeVpcPeeringConnectionsRequest, AsyncHandler<DescribeVpcPeeringConnectionsRequest,DescribeVpcPeeringConnectionsResult> asyncHandler)
Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID.
To retrieve connection information, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect.
VPC peering connection operations include:
describeVpcPeeringConnectionsRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<GetGameSessionLogUrlResult> getGameSessionLogUrlAsync(GetGameSessionLogUrlRequest getGameSessionLogUrlRequest)
Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.
See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.
Game-session-related operations include:
getGameSessionLogUrlRequest
- Represents the input for a request action.Future<GetGameSessionLogUrlResult> getGameSessionLogUrlAsync(GetGameSessionLogUrlRequest getGameSessionLogUrlRequest, AsyncHandler<GetGameSessionLogUrlRequest,GetGameSessionLogUrlResult> asyncHandler)
Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.
See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.
Game-session-related operations include:
getGameSessionLogUrlRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<GetInstanceAccessResult> getInstanceAccessAsync(GetInstanceAccessRequest getInstanceAccessRequest)
Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or watching activity in real time.
Access requires credentials that match the operating system of the instance. For a Windows instance, Amazon
GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux
instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client.
The private key must be saved in the proper format to a .pem
file before using. If you're making
this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request. (See
the example later in this topic). For more information on remote access, see Remotely Accessing an
Instance.
To request access to a specific instance, specify the IDs of the instance and the fleet it belongs to. If successful, an InstanceAccess object is returned containing the instance's IP address and a set of credentials.
getInstanceAccessRequest
- Represents the input for a request action.Future<GetInstanceAccessResult> getInstanceAccessAsync(GetInstanceAccessRequest getInstanceAccessRequest, AsyncHandler<GetInstanceAccessRequest,GetInstanceAccessResult> asyncHandler)
Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or watching activity in real time.
Access requires credentials that match the operating system of the instance. For a Windows instance, Amazon
GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux
instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client.
The private key must be saved in the proper format to a .pem
file before using. If you're making
this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request. (See
the example later in this topic). For more information on remote access, see Remotely Accessing an
Instance.
To request access to a specific instance, specify the IDs of the instance and the fleet it belongs to. If successful, an InstanceAccess object is returned containing the instance's IP address and a set of credentials.
getInstanceAccessRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<ListAliasesResult> listAliasesAsync(ListAliasesRequest listAliasesRequest)
Retrieves all aliases for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.
Returned aliases are not listed in any particular order.
Alias-related operations include:
listAliasesRequest
- Represents the input for a request action.Future<ListAliasesResult> listAliasesAsync(ListAliasesRequest listAliasesRequest, AsyncHandler<ListAliasesRequest,ListAliasesResult> asyncHandler)
Retrieves all aliases for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.
Returned aliases are not listed in any particular order.
Alias-related operations include:
listAliasesRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<ListBuildsResult> listBuildsAsync(ListBuildsRequest listBuildsRequest)
Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds
that are in a specific status by using the Status
parameter. Use the pagination parameters to
retrieve results in a set of sequential pages.
Build records are not listed in any particular order.
Build-related operations include:
listBuildsRequest
- Represents the input for a request action.Future<ListBuildsResult> listBuildsAsync(ListBuildsRequest listBuildsRequest, AsyncHandler<ListBuildsRequest,ListBuildsResult> asyncHandler)
Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds
that are in a specific status by using the Status
parameter. Use the pagination parameters to
retrieve results in a set of sequential pages.
Build records are not listed in any particular order.
Build-related operations include:
listBuildsRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<ListFleetsResult> listFleetsAsync(ListFleetsRequest listFleetsRequest)
Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages.
Fleet records are not listed in any particular order.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
listFleetsRequest
- Represents the input for a request action.Future<ListFleetsResult> listFleetsAsync(ListFleetsRequest listFleetsRequest, AsyncHandler<ListFleetsRequest,ListFleetsResult> asyncHandler)
Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages.
Fleet records are not listed in any particular order.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
listFleetsRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<PutScalingPolicyResult> putScalingPolicyAsync(PutScalingPolicyRequest putScalingPolicyRequest)
Creates or updates a scaling policy for a fleet. An active scaling policy prompts Amazon GameLift to track a certain metric for a fleet and automatically change the fleet's capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously.
A scaling policy rule statement has the following structure:
If [MetricName]
is [ComparisonOperator]
[Threshold]
for
[EvaluationPeriods]
minutes, then [ScalingAdjustmentType]
to/by
[ScalingAdjustment]
.
For example, this policy: "If the number of idle instances exceeds 20 for more than 15 minutes, then reduce the fleet capacity by 10 instances" could be implemented as the following rule statement:
If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, then [ChangeInCapacity] by [-10].
To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the rule values. All parameters for this action are required. If successful, the policy name is returned. Scaling policies cannot be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
putScalingPolicyRequest
- Represents the input for a request action.Future<PutScalingPolicyResult> putScalingPolicyAsync(PutScalingPolicyRequest putScalingPolicyRequest, AsyncHandler<PutScalingPolicyRequest,PutScalingPolicyResult> asyncHandler)
Creates or updates a scaling policy for a fleet. An active scaling policy prompts Amazon GameLift to track a certain metric for a fleet and automatically change the fleet's capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously.
A scaling policy rule statement has the following structure:
If [MetricName]
is [ComparisonOperator]
[Threshold]
for
[EvaluationPeriods]
minutes, then [ScalingAdjustmentType]
to/by
[ScalingAdjustment]
.
For example, this policy: "If the number of idle instances exceeds 20 for more than 15 minutes, then reduce the fleet capacity by 10 instances" could be implemented as the following rule statement:
If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, then [ChangeInCapacity] by [-10].
To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the rule values. All parameters for this action are required. If successful, the policy name is returned. Scaling policies cannot be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
putScalingPolicyRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<RequestUploadCredentialsResult> requestUploadCredentialsAsync(RequestUploadCredentialsRequest requestUploadCredentialsRequest)
This API call is not currently in use. Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage location for a specific build. Valid credentials are required to upload your game build files to Amazon S3.
requestUploadCredentialsRequest
- Represents the input for a request action.Future<RequestUploadCredentialsResult> requestUploadCredentialsAsync(RequestUploadCredentialsRequest requestUploadCredentialsRequest, AsyncHandler<RequestUploadCredentialsRequest,RequestUploadCredentialsResult> asyncHandler)
This API call is not currently in use. Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage location for a specific build. Valid credentials are required to upload your game build files to Amazon S3.
requestUploadCredentialsRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<ResolveAliasResult> resolveAliasAsync(ResolveAliasRequest resolveAliasRequest)
Retrieves the fleet ID that a specified alias is currently pointing to.
Alias-related operations include:
resolveAliasRequest
- Represents the input for a request action.Future<ResolveAliasResult> resolveAliasAsync(ResolveAliasRequest resolveAliasRequest, AsyncHandler<ResolveAliasRequest,ResolveAliasResult> asyncHandler)
Retrieves the fleet ID that a specified alias is currently pointing to.
Alias-related operations include:
resolveAliasRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<SearchGameSessionsResult> searchGameSessionsAsync(SearchGameSessionsRequest searchGameSessionsRequest)
Retrieves a set of game sessions that match a set of search criteria and sorts them in a specified order. A game
session search is limited to a single fleet. Search results include only game sessions that are in
ACTIVE
status. If you need to retrieve game sessions with a status other than active, use
DescribeGameSessions. If you need to retrieve the protection policy for each game session, use
DescribeGameSessionDetails.
You can search or sort by the following game session attributes:
gameSessionId -- Unique identifier for the game session. You can use either a GameSessionId
or GameSessionArn
value.
gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session.
creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds.
playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.
maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.
hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum
number of players. When searching with this attribute, the search value must be true
or
false
. It is highly recommended that all search requests include this filter attribute to optimize
search performance and return only sessions that players can join.
To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of GameSession objects matching the request is returned.
Returned values for playerSessionCount
and hasAvailablePlayerSessions
change quickly as
players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh
search results often, and handle sessions that fill up before a player can join.
Game-session-related operations include:
searchGameSessionsRequest
- Represents the input for a request action.Future<SearchGameSessionsResult> searchGameSessionsAsync(SearchGameSessionsRequest searchGameSessionsRequest, AsyncHandler<SearchGameSessionsRequest,SearchGameSessionsResult> asyncHandler)
Retrieves a set of game sessions that match a set of search criteria and sorts them in a specified order. A game
session search is limited to a single fleet. Search results include only game sessions that are in
ACTIVE
status. If you need to retrieve game sessions with a status other than active, use
DescribeGameSessions. If you need to retrieve the protection policy for each game session, use
DescribeGameSessionDetails.
You can search or sort by the following game session attributes:
gameSessionId -- Unique identifier for the game session. You can use either a GameSessionId
or GameSessionArn
value.
gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session.
creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds.
playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.
maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.
hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum
number of players. When searching with this attribute, the search value must be true
or
false
. It is highly recommended that all search requests include this filter attribute to optimize
search performance and return only sessions that players can join.
To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of GameSession objects matching the request is returned.
Returned values for playerSessionCount
and hasAvailablePlayerSessions
change quickly as
players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh
search results often, and handle sessions that fill up before a player can join.
Game-session-related operations include:
searchGameSessionsRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<StartGameSessionPlacementResult> startGameSessionPlacementAsync(StartGameSessionPlacementRequest startGameSessionPlacementRequest)
Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.
A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.
When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.
Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each region's average lag for all players and reorders to get the best game play across all players.
To place a new game session request, specify the following:
The queue name and a set of game session properties and settings
A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request
(Optional) A set of IDs and player data for each player you want to join to the new game session
Latency data for all players (if you want to optimize game play for the players)
If successful, a new game session placement is created.
To track the status of a placement request, call DescribeGameSessionPlacement and check the request's
status. If the status is FULFILLED
, a new game session has been created and a game session ARN and
region are referenced. If the placement request times out, you can resubmit the request or retry it with a
different queue.
Game-session-related operations include:
startGameSessionPlacementRequest
- Represents the input for a request action.Future<StartGameSessionPlacementResult> startGameSessionPlacementAsync(StartGameSessionPlacementRequest startGameSessionPlacementRequest, AsyncHandler<StartGameSessionPlacementRequest,StartGameSessionPlacementResult> asyncHandler)
Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.
A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.
When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.
Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each region's average lag for all players and reorders to get the best game play across all players.
To place a new game session request, specify the following:
The queue name and a set of game session properties and settings
A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request
(Optional) A set of IDs and player data for each player you want to join to the new game session
Latency data for all players (if you want to optimize game play for the players)
If successful, a new game session placement is created.
To track the status of a placement request, call DescribeGameSessionPlacement and check the request's
status. If the status is FULFILLED
, a new game session has been created and a game session ARN and
region are referenced. If the placement request times out, you can resubmit the request or retry it with a
different queue.
Game-session-related operations include:
startGameSessionPlacementRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<StartMatchmakingResult> startMatchmakingAsync(StartMatchmakingRequest startMatchmakingRequest)
Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new
game for the matched players. Each matchmaking request specifies the type of match to build (team configuration,
rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to
host the new game session for optimal performance. A matchmaking request might start with a single player or a
group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match
type, rules, and the queue used to place a new game session are defined in a
MatchmakingConfiguration
. For complete information on setting up and using FlexMatch, see the topic
Adding FlexMatch to Your
Game.
To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to
be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If
successful, a matchmaking ticket is returned with status set to QUEUED
. Track the status of the
ticket to respond as needed and acquire game session connection information for successfully completed matches.
Tracking ticket status -- A couple of options are available for tracking the status of matchmaking requests:
Polling -- Call DescribeMatchmaking
. This operation returns the full ticket object, including
current status and (for completed tickets) game session connection info. We recommend polling no more than once
every 10 seconds.
Notifications -- Get event notifications for changes in ticket status using Amazon Simple Notification Service
(SNS). Notifications are easy to set up (see CreateMatchmakingConfiguration) and typically deliver match
status changes faster and more efficiently than polling. We recommend that you use polling to back up to
notifications (since delivery is not guaranteed) and call DescribeMatchmaking
only when
notifications are not received within 30 seconds.
Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows:
Your client code submits a StartMatchmaking
request for one or more players and tracks the status of
the request ticket.
FlexMatch uses this ticket and others in process to build an acceptable match. When a potential match is identified, all tickets in the proposed match are advanced to the next status.
If the match requires player acceptance (set in the matchmaking configuration), the tickets move into status
REQUIRES_ACCEPTANCE
. This status triggers your client code to solicit acceptance from all players in
every ticket involved in the match, and then call AcceptMatch for each player. If any player rejects or
fails to accept the match before a specified timeout, the proposed match is dropped (see AcceptMatch
for more details).
Once a match is proposed and accepted, the matchmaking tickets move into status PLACING
. FlexMatch
locates resources for a new game session using the game session queue (set in the matchmaking configuration) and
creates the game session based on the match data.
When the match is successfully placed, the matchmaking tickets move into COMPLETED
status.
Connection information (including game session endpoint and player session) is added to the matchmaking tickets.
Matched players can use the connection information to join the game.
Matchmaking-related operations include:
startMatchmakingRequest
- Represents the input for a request action.Future<StartMatchmakingResult> startMatchmakingAsync(StartMatchmakingRequest startMatchmakingRequest, AsyncHandler<StartMatchmakingRequest,StartMatchmakingResult> asyncHandler)
Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new
game for the matched players. Each matchmaking request specifies the type of match to build (team configuration,
rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to
host the new game session for optimal performance. A matchmaking request might start with a single player or a
group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match
type, rules, and the queue used to place a new game session are defined in a
MatchmakingConfiguration
. For complete information on setting up and using FlexMatch, see the topic
Adding FlexMatch to Your
Game.
To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to
be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If
successful, a matchmaking ticket is returned with status set to QUEUED
. Track the status of the
ticket to respond as needed and acquire game session connection information for successfully completed matches.
Tracking ticket status -- A couple of options are available for tracking the status of matchmaking requests:
Polling -- Call DescribeMatchmaking
. This operation returns the full ticket object, including
current status and (for completed tickets) game session connection info. We recommend polling no more than once
every 10 seconds.
Notifications -- Get event notifications for changes in ticket status using Amazon Simple Notification Service
(SNS). Notifications are easy to set up (see CreateMatchmakingConfiguration) and typically deliver match
status changes faster and more efficiently than polling. We recommend that you use polling to back up to
notifications (since delivery is not guaranteed) and call DescribeMatchmaking
only when
notifications are not received within 30 seconds.
Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows:
Your client code submits a StartMatchmaking
request for one or more players and tracks the status of
the request ticket.
FlexMatch uses this ticket and others in process to build an acceptable match. When a potential match is identified, all tickets in the proposed match are advanced to the next status.
If the match requires player acceptance (set in the matchmaking configuration), the tickets move into status
REQUIRES_ACCEPTANCE
. This status triggers your client code to solicit acceptance from all players in
every ticket involved in the match, and then call AcceptMatch for each player. If any player rejects or
fails to accept the match before a specified timeout, the proposed match is dropped (see AcceptMatch
for more details).
Once a match is proposed and accepted, the matchmaking tickets move into status PLACING
. FlexMatch
locates resources for a new game session using the game session queue (set in the matchmaking configuration) and
creates the game session based on the match data.
When the match is successfully placed, the matchmaking tickets move into COMPLETED
status.
Connection information (including game session endpoint and player session) is added to the matchmaking tickets.
Matched players can use the connection information to join the game.
Matchmaking-related operations include:
startMatchmakingRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<StopGameSessionPlacementResult> stopGameSessionPlacementAsync(StopGameSessionPlacementRequest stopGameSessionPlacementRequest)
Cancels a game session placement that is in PENDING
status. To stop a placement, provide the
placement ID values. If successful, the placement is moved to CANCELLED
status.
Game-session-related operations include:
stopGameSessionPlacementRequest
- Represents the input for a request action.Future<StopGameSessionPlacementResult> stopGameSessionPlacementAsync(StopGameSessionPlacementRequest stopGameSessionPlacementRequest, AsyncHandler<StopGameSessionPlacementRequest,StopGameSessionPlacementResult> asyncHandler)
Cancels a game session placement that is in PENDING
status. To stop a placement, provide the
placement ID values. If successful, the placement is moved to CANCELLED
status.
Game-session-related operations include:
stopGameSessionPlacementRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<StopMatchmakingResult> stopMatchmakingAsync(StopMatchmakingRequest stopMatchmakingRequest)
Cancels a matchmaking ticket that is currently being processed. To stop the matchmaking operation, specify the
ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to
CANCELLED
.
Matchmaking-related operations include:
stopMatchmakingRequest
- Represents the input for a request action.Future<StopMatchmakingResult> stopMatchmakingAsync(StopMatchmakingRequest stopMatchmakingRequest, AsyncHandler<StopMatchmakingRequest,StopMatchmakingResult> asyncHandler)
Cancels a matchmaking ticket that is currently being processed. To stop the matchmaking operation, specify the
ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to
CANCELLED
.
Matchmaking-related operations include:
stopMatchmakingRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateAliasResult> updateAliasAsync(UpdateAliasRequest updateAliasRequest)
Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.
Alias-related operations include:
updateAliasRequest
- Represents the input for a request action.Future<UpdateAliasResult> updateAliasAsync(UpdateAliasRequest updateAliasRequest, AsyncHandler<UpdateAliasRequest,UpdateAliasResult> asyncHandler)
Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.
Alias-related operations include:
updateAliasRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateBuildResult> updateBuildAsync(UpdateBuildRequest updateBuildRequest)
Updates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.
Build-related operations include:
updateBuildRequest
- Represents the input for a request action.Future<UpdateBuildResult> updateBuildAsync(UpdateBuildRequest updateBuildRequest, AsyncHandler<UpdateBuildRequest,UpdateBuildResult> asyncHandler)
Updates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.
Build-related operations include:
updateBuildRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateFleetAttributesResult> updateFleetAttributesAsync(UpdateFleetAttributesRequest updateFleetAttributesRequest)
Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values that you want to change. If successful, the fleet ID for the updated fleet is returned.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
updateFleetAttributesRequest
- Represents the input for a request action.Future<UpdateFleetAttributesResult> updateFleetAttributesAsync(UpdateFleetAttributesRequest updateFleetAttributesRequest, AsyncHandler<UpdateFleetAttributesRequest,UpdateFleetAttributesResult> asyncHandler)
Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values that you want to change. If successful, the fleet ID for the updated fleet is returned.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
updateFleetAttributesRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateFleetCapacityResult> updateFleetCapacityAsync(UpdateFleetCapacityRequest updateFleetCapacityRequest)
Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.
If you're using autoscaling (see PutScalingPolicy), you may want to specify a minimum and/or maximum capacity. If you don't provide these, autoscaling can set capacity anywhere between zero and the service limits.
To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
updateFleetCapacityRequest
- Represents the input for a request action.Future<UpdateFleetCapacityResult> updateFleetCapacityAsync(UpdateFleetCapacityRequest updateFleetCapacityRequest, AsyncHandler<UpdateFleetCapacityRequest,UpdateFleetCapacityResult> asyncHandler)
Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.
If you're using autoscaling (see PutScalingPolicy), you may want to specify a minimum and/or maximum capacity. If you don't provide these, autoscaling can set capacity anywhere between zero and the service limits.
To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
updateFleetCapacityRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateFleetPortSettingsResult> updateFleetPortSettingsAsync(UpdateFleetPortSettingsRequest updateFleetPortSettingsRequest)
Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the
permissions you want to update. List the permissions you want to add in
InboundPermissionAuthorizations
, and permissions you want to remove in
InboundPermissionRevocations
. Permissions to be removed must match existing fleet permissions. If
successful, the fleet ID for the updated fleet is returned.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
updateFleetPortSettingsRequest
- Represents the input for a request action.Future<UpdateFleetPortSettingsResult> updateFleetPortSettingsAsync(UpdateFleetPortSettingsRequest updateFleetPortSettingsRequest, AsyncHandler<UpdateFleetPortSettingsRequest,UpdateFleetPortSettingsResult> asyncHandler)
Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the
permissions you want to update. List the permissions you want to add in
InboundPermissionAuthorizations
, and permissions you want to remove in
InboundPermissionRevocations
. Permissions to be removed must match existing fleet permissions. If
successful, the fleet ID for the updated fleet is returned.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
updateFleetPortSettingsRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateGameSessionResult> updateGameSessionAsync(UpdateGameSessionRequest updateGameSessionRequest)
Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.
Game-session-related operations include:
updateGameSessionRequest
- Represents the input for a request action.Future<UpdateGameSessionResult> updateGameSessionAsync(UpdateGameSessionRequest updateGameSessionRequest, AsyncHandler<UpdateGameSessionRequest,UpdateGameSessionResult> asyncHandler)
Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.
Game-session-related operations include:
updateGameSessionRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateGameSessionQueueResult> updateGameSessionQueueAsync(UpdateGameSessionQueueRequest updateGameSessionQueueRequest)
Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.
Queue-related operations include:
updateGameSessionQueueRequest
- Represents the input for a request action.Future<UpdateGameSessionQueueResult> updateGameSessionQueueAsync(UpdateGameSessionQueueRequest updateGameSessionQueueRequest, AsyncHandler<UpdateGameSessionQueueRequest,UpdateGameSessionQueueResult> asyncHandler)
Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.
Queue-related operations include:
updateGameSessionQueueRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateMatchmakingConfigurationResult> updateMatchmakingConfigurationAsync(UpdateMatchmakingConfigurationRequest updateMatchmakingConfigurationRequest)
Updates settings for a FlexMatch matchmaking configuration. To update settings, specify the configuration name to be updated and provide the new settings.
Operations related to match configurations and rule sets include:
updateMatchmakingConfigurationRequest
- Represents the input for a request action.Future<UpdateMatchmakingConfigurationResult> updateMatchmakingConfigurationAsync(UpdateMatchmakingConfigurationRequest updateMatchmakingConfigurationRequest, AsyncHandler<UpdateMatchmakingConfigurationRequest,UpdateMatchmakingConfigurationResult> asyncHandler)
Updates settings for a FlexMatch matchmaking configuration. To update settings, specify the configuration name to be updated and provide the new settings.
Operations related to match configurations and rule sets include:
updateMatchmakingConfigurationRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<UpdateRuntimeConfigurationResult> updateRuntimeConfigurationAsync(UpdateRuntimeConfigurationRequest updateRuntimeConfigurationRequest)
Updates the current run-time configuration for the specified fleet, which tells Amazon GameLift how to launch
server processes on instances in the fleet. You can update a fleet's run-time configuration at any time after the
fleet is created; it does not need to be in an ACTIVE
status.
To update run-time configuration, specify the fleet ID and provide a RuntimeConfiguration
object
with the updated collection of server process configurations.
Each instance in a Amazon GameLift fleet checks regularly for an updated run-time configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while Amazon GameLift simply adds new server processes to fit the current run-time configuration. As a result, the run-time configuration changes are applied gradually as existing processes shut down and new processes are launched in Amazon GameLift's normal process recycling activity.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
updateRuntimeConfigurationRequest
- Represents the input for a request action.Future<UpdateRuntimeConfigurationResult> updateRuntimeConfigurationAsync(UpdateRuntimeConfigurationRequest updateRuntimeConfigurationRequest, AsyncHandler<UpdateRuntimeConfigurationRequest,UpdateRuntimeConfigurationResult> asyncHandler)
Updates the current run-time configuration for the specified fleet, which tells Amazon GameLift how to launch
server processes on instances in the fleet. You can update a fleet's run-time configuration at any time after the
fleet is created; it does not need to be in an ACTIVE
status.
To update run-time configuration, specify the fleet ID and provide a RuntimeConfiguration
object
with the updated collection of server process configurations.
Each instance in a Amazon GameLift fleet checks regularly for an updated run-time configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while Amazon GameLift simply adds new server processes to fit the current run-time configuration. As a result, the run-time configuration changes are applied gradually as existing processes shut down and new processes are launched in Amazon GameLift's normal process recycling activity.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
updateRuntimeConfigurationRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Future<ValidateMatchmakingRuleSetResult> validateMatchmakingRuleSetAsync(ValidateMatchmakingRuleSetRequest validateMatchmakingRuleSetRequest)
Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set uses syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set string.
Operations related to match configurations and rule sets include:
validateMatchmakingRuleSetRequest
- Represents the input for a request action.Future<ValidateMatchmakingRuleSetResult> validateMatchmakingRuleSetAsync(ValidateMatchmakingRuleSetRequest validateMatchmakingRuleSetRequest, AsyncHandler<ValidateMatchmakingRuleSetRequest,ValidateMatchmakingRuleSetResult> asyncHandler)
Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set uses syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set string.
Operations related to match configurations and rule sets include:
validateMatchmakingRuleSetRequest
- Represents the input for a request action.asyncHandler
- Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.Copyright © 2013 Amazon Web Services, Inc. All Rights Reserved.