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Amazon GameLift provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for deploying, operating, and scaling game servers. Built on Amazon Web Services global computing infrastructure, GameLift helps you deliver high-performance, high-reliability, low-cost game servers while dynamically scaling your resource usage to meet player demand.
About Amazon GameLift solutions
Get more information on these Amazon GameLift solutions in the Amazon GameLift Developer Guide.
- Amazon GameLift managed hosting – Amazon GameLift offers a fully managed service to set up and maintain computing machines for hosting, manage game session and player session life cycle, and handle security, storage, and performance tracking. You can use automatic scaling tools to balance player demand and hosting costs, configure your game session management to minimize player latency, and add FlexMatch for matchmaking.
- Managed hosting with Amazon GameLift Realtime – With Amazon GameLift Amazon GameLift Realtime, you can quickly configure and set up ready-to-go game servers for your game. Amazon GameLift Realtime provides a game server framework with core Amazon GameLift infrastructure already built in. Then use the full range of Amazon GameLift managed hosting features, including FlexMatch, for your game.
- Amazon GameLift FleetIQ – Use Amazon GameLift FleetIQ as a standalone service while hosting your games using EC2 instances and Auto Scaling groups. Amazon GameLift FleetIQ provides optimizations for game hosting, including boosting the viability of low-cost Spot Instances gaming. For a complete solution, pair the Amazon GameLift FleetIQ and FlexMatch standalone services.
- Amazon GameLift FlexMatch – Add matchmaking to your game hosting solution. FlexMatch is a customizable matchmaking service for multiplayer games. Use FlexMatch as integrated with Amazon GameLift managed hosting or incorporate FlexMatch as a standalone service into your own hosting solution.
About this API Reference
This reference guide describes the low-level service API for Amazon GameLift. With each topic in this guide, you can find links to language-specific SDK guides and the Amazon Web Services CLI reference. Useful links:
§Getting Started
Examples are available for many services and operations, check out the examples folder in GitHub.
The SDK provides one crate per AWS service. You must add Tokio
as a dependency within your Rust project to execute asynchronous code. To add aws-sdk-gamelift
to
your project, add the following to your Cargo.toml file:
[dependencies]
aws-config = { version = "1.1.7", features = ["behavior-version-latest"] }
aws-sdk-gamelift = "1.71.0"
tokio = { version = "1", features = ["full"] }
Then in code, a client can be created with the following:
use aws_sdk_gamelift as gamelift;
#[::tokio::main]
async fn main() -> Result<(), gamelift::Error> {
let config = aws_config::load_from_env().await;
let client = aws_sdk_gamelift::Client::new(&config);
// ... make some calls with the client
Ok(())
}
See the client documentation for information on what calls can be made, and the inputs and outputs for each of those calls.
§Using the SDK
Until the SDK is released, we will be adding information about using the SDK to the Developer Guide. Feel free to suggest additional sections for the guide by opening an issue and describing what you are trying to do.
§Getting Help
- GitHub discussions - For ideas, RFCs & general questions
- GitHub issues - For bug reports & feature requests
- Generated Docs (latest version)
- Usage examples
§Crate Organization
The entry point for most customers will be Client
, which exposes one method for each API
offered by Amazon GameLift. The return value of each of these methods is a “fluent builder”,
where the different inputs for that API are added by builder-style function call chaining,
followed by calling send()
to get a Future
that will result in
either a successful output or a SdkError
.
Some of these API inputs may be structs or enums to provide more complex structured information.
These structs and enums live in types
. There are some simpler types for
representing data such as date times or binary blobs that live in primitives
.
All types required to configure a client via the Config
struct live
in config
.
The operation
module has a submodule for every API, and in each submodule
is the input, output, and error type for that API, as well as builders to construct each of those.
There is a top-level Error
type that encompasses all the errors that the
client can return. Any other error type can be converted to this Error
type via the
From
trait.
The other modules within this crate are not required for normal usage.
Modules§
- client
- Client for calling Amazon GameLift.
- config
- Configuration for Amazon GameLift.
- error
- Common errors and error handling utilities.
- meta
- Information about this crate.
- operation
- All operations that this crate can perform.
- primitives
- Primitives such as
Blob
orDateTime
used by other types. - types
- Data structures used by operation inputs/outputs.
Structs§
Enums§
- Error
- All possible error types for this service.