pub struct Client { /* private fields */ }
Expand description

Client for Amazon GameLift

Client for invoking operations on Amazon GameLift. Each operation on Amazon GameLift is a method on this this struct. .send() MUST be invoked on the generated operations to dispatch the request to the service.

Examples

Constructing a client and invoking an operation

    // create a shared configuration. This can be used & shared between multiple service clients.
    let shared_config = aws_config::load_from_env().await;
    let client = aws_sdk_gamelift::Client::new(&shared_config);
    // invoke an operation
    /* let rsp = client
        .<operation_name>().
        .<param>("some value")
        .send().await; */

Constructing a client with custom configuration

use aws_config::RetryConfig;
let shared_config = aws_config::load_from_env().await;
let config = aws_sdk_gamelift::config::Builder::from(&shared_config)
  .retry_config(RetryConfig::disabled())
  .build();
let client = aws_sdk_gamelift::Client::from_conf(config);

Implementations

Creates a client with the given service configuration.

Returns the client’s configuration.

Constructs a fluent builder for the AcceptMatch operation.

Constructs a fluent builder for the ClaimGameServer operation.

Constructs a fluent builder for the CreateAlias operation.

Constructs a fluent builder for the CreateBuild operation.

  • The fluent builder is configurable:
    • name(impl Into<String>) / set_name(Option<String>):

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

    • version(impl Into<String>) / set_version(Option<String>):

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

    • storage_location(S3Location) / set_storage_location(Option<S3Location>):

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

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

    • operating_system(OperatingSystem) / set_operating_system(Option<OperatingSystem>):

      The operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build. If your game build contains multiple executables, they all must run on the same operating system. If an operating system is not specified when creating a build, Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be changed later.

    • tags(Vec<Tag>) / set_tags(Option<Vec<Tag>>):

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

  • On success, responds with CreateBuildOutput with field(s):
    • build_value(Option<Build>):

      The newly created build resource, including a unique build IDs and status.

    • upload_credentials(Option<AwsCredentials>):

      This element is returned only when the operation is called without a storage location. It contains credentials to use when you are uploading a build file to an Amazon S3 bucket that is owned by Amazon GameLift. Credentials have a limited life span. To refresh these credentials, call RequestUploadCredentials.

    • storage_location(Option<S3Location>):

      Amazon S3 location for your game build file, including bucket name and key.

  • On failure, responds with SdkError<CreateBuildError>

Constructs a fluent builder for the CreateFleet operation.

Constructs a fluent builder for the CreateFleetLocations operation.

Constructs a fluent builder for the CreateGameServerGroup operation.

  • The fluent builder is configurable:
    • game_server_group_name(impl Into<String>) / set_game_server_group_name(Option<String>):

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

    • role_arn(impl Into<String>) / set_role_arn(Option<String>):

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

    • min_size(i32) / set_min_size(Option<i32>):

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

    • max_size(i32) / set_max_size(Option<i32>):

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

    • launch_template(LaunchTemplateSpecification) / set_launch_template(Option<LaunchTemplateSpecification>):

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

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

    • instance_definitions(Vec<InstanceDefinition>) / set_instance_definitions(Option<Vec<InstanceDefinition>>):

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

    • auto_scaling_policy(GameServerGroupAutoScalingPolicy) / set_auto_scaling_policy(Option<GameServerGroupAutoScalingPolicy>):

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

    • balancing_strategy(BalancingStrategy) / set_balancing_strategy(Option<BalancingStrategy>):

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

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

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

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

    • game_server_protection_policy(GameServerProtectionPolicy) / set_game_server_protection_policy(Option<GameServerProtectionPolicy>):

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

    • vpc_subnets(Vec<String>) / set_vpc_subnets(Option<Vec<String>>):

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

    • tags(Vec<Tag>) / set_tags(Option<Vec<Tag>>):

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

  • On success, responds with CreateGameServerGroupOutput with field(s):
    • game_server_group(Option<GameServerGroup>):

      The newly created game server group object, including the new ARN value for the GameLift FleetIQ game server group and the object’s status. The Amazon EC2 Auto Scaling group ARN is initially null, since the group has not yet been created. This value is added once the game server group status reaches ACTIVE.

  • On failure, responds with SdkError<CreateGameServerGroupError>

Constructs a fluent builder for the CreateGameSession operation.

Constructs a fluent builder for the CreateGameSessionQueue operation.

Constructs a fluent builder for the CreateMatchmakingConfiguration operation.

Constructs a fluent builder for the CreateMatchmakingRuleSet operation.

Constructs a fluent builder for the CreatePlayerSession operation.

Constructs a fluent builder for the CreatePlayerSessions operation.

Constructs a fluent builder for the CreateScript operation.

  • The fluent builder is configurable:
    • name(impl Into<String>) / set_name(Option<String>):

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

    • version(impl Into<String>) / set_version(Option<String>):

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

    • storage_location(S3Location) / set_storage_location(Option<S3Location>):

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

    • zip_file(Blob) / set_zip_file(Option<Blob>):

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

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

    • tags(Vec<Tag>) / set_tags(Option<Vec<Tag>>):

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

  • On success, responds with CreateScriptOutput with field(s):
    • script(Option<Script>):

      The newly created script record with a unique script ID and ARN. The new script’s storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service.

  • On failure, responds with SdkError<CreateScriptError>

Constructs a fluent builder for the CreateVpcPeeringAuthorization operation.

Constructs a fluent builder for the CreateVpcPeeringConnection operation.

Constructs a fluent builder for the DeleteAlias operation.

Constructs a fluent builder for the DeleteBuild operation.

Constructs a fluent builder for the DeleteFleet operation.

Constructs a fluent builder for the DeleteFleetLocations operation.

Constructs a fluent builder for the DeleteGameServerGroup operation.

Constructs a fluent builder for the DeleteGameSessionQueue operation.

Constructs a fluent builder for the DeleteMatchmakingConfiguration operation.

Constructs a fluent builder for the DeleteMatchmakingRuleSet operation.

Constructs a fluent builder for the DeleteScalingPolicy operation.

Constructs a fluent builder for the DeleteScript operation.

Constructs a fluent builder for the DeleteVpcPeeringAuthorization operation.

Constructs a fluent builder for the DeleteVpcPeeringConnection operation.

Constructs a fluent builder for the DeregisterGameServer operation.

Constructs a fluent builder for the DescribeAlias operation.

Constructs a fluent builder for the DescribeBuild operation.

Constructs a fluent builder for the DescribeEC2InstanceLimits operation.

Constructs a fluent builder for the DescribeFleetAttributes operation. This operation supports pagination; See into_paginator().

Constructs a fluent builder for the DescribeFleetCapacity operation. This operation supports pagination; See into_paginator().

  • The fluent builder is configurable:
    • fleet_ids(Vec<String>) / set_fleet_ids(Option<Vec<String>>):

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

    • limit(i32) / set_limit(Option<i32>):

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

    • next_token(impl Into<String>) / set_next_token(Option<String>):

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

  • On success, responds with DescribeFleetCapacityOutput with field(s):
    • fleet_capacity(Option<Vec<FleetCapacity>>):

      A collection of objects that contains capacity information for each requested fleet ID. Capacity objects are returned only for fleets that currently exist.

    • next_token(Option<String>):

      A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

  • On failure, responds with SdkError<DescribeFleetCapacityError>

Constructs a fluent builder for the DescribeFleetEvents operation. This operation supports pagination; See into_paginator().

Constructs a fluent builder for the DescribeFleetLocationAttributes operation. This operation supports pagination; See into_paginator().

Constructs a fluent builder for the DescribeFleetLocationCapacity operation.

Constructs a fluent builder for the DescribeFleetLocationUtilization operation.

Constructs a fluent builder for the DescribeFleetPortSettings operation.

Constructs a fluent builder for the DescribeFleetUtilization operation. This operation supports pagination; See into_paginator().

Constructs a fluent builder for the DescribeGameServer operation.

Constructs a fluent builder for the DescribeGameServerGroup operation.

Constructs a fluent builder for the DescribeGameServerInstances operation. This operation supports pagination; See into_paginator().

Constructs a fluent builder for the DescribeGameSessionDetails operation. This operation supports pagination; See into_paginator().

Constructs a fluent builder for the DescribeGameSessionPlacement operation.

Constructs a fluent builder for the DescribeGameSessionQueues operation. This operation supports pagination; See into_paginator().

Constructs a fluent builder for the DescribeGameSessions operation. This operation supports pagination; See into_paginator().

Constructs a fluent builder for the DescribeInstances operation. This operation supports pagination; See into_paginator().

Constructs a fluent builder for the DescribeMatchmaking operation.

Constructs a fluent builder for the DescribeMatchmakingConfigurations operation. This operation supports pagination; See into_paginator().

Constructs a fluent builder for the DescribeMatchmakingRuleSets operation. This operation supports pagination; See into_paginator().

Constructs a fluent builder for the DescribePlayerSessions operation. This operation supports pagination; See into_paginator().

Constructs a fluent builder for the DescribeRuntimeConfiguration operation.

Constructs a fluent builder for the DescribeScalingPolicies operation. This operation supports pagination; See into_paginator().

Constructs a fluent builder for the DescribeScript operation.

Constructs a fluent builder for the DescribeVpcPeeringAuthorizations operation.

Constructs a fluent builder for the DescribeVpcPeeringConnections operation.

Constructs a fluent builder for the GetGameSessionLogUrl operation.

Constructs a fluent builder for the GetInstanceAccess operation.

Constructs a fluent builder for the ListAliases operation. This operation supports pagination; See into_paginator().

Constructs a fluent builder for the ListBuilds operation. This operation supports pagination; See into_paginator().

  • The fluent builder is configurable:
    • status(BuildStatus) / set_status(Option<BuildStatus>):

      Build status to filter results by. To retrieve all builds, leave this parameter empty.

      Possible build statuses include the following:

      • INITIALIZED – A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.

      • READY – The game build has been successfully uploaded. You can now create new fleets for this build.

      • FAILED – The game build upload failed. You cannot create new fleets for this build.

    • limit(i32) / set_limit(Option<i32>):

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

    • next_token(impl Into<String>) / set_next_token(Option<String>):

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

  • On success, responds with ListBuildsOutput with field(s):
    • builds(Option<Vec<Build>>):

      A collection of build resources that match the request.

    • next_token(Option<String>):

      A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

  • On failure, responds with SdkError<ListBuildsError>

Constructs a fluent builder for the ListFleets operation. This operation supports pagination; See into_paginator().

Constructs a fluent builder for the ListGameServerGroups operation. This operation supports pagination; See into_paginator().

Constructs a fluent builder for the ListGameServers operation. This operation supports pagination; See into_paginator().

Constructs a fluent builder for the ListScripts operation. This operation supports pagination; See into_paginator().

Constructs a fluent builder for the ListTagsForResource operation.

Constructs a fluent builder for the PutScalingPolicy operation.

  • The fluent builder is configurable:
    • name(impl Into<String>) / set_name(Option<String>):

      A descriptive label that is associated with a fleet’s scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.

    • fleet_id(impl Into<String>) / set_fleet_id(Option<String>):

      A unique identifier for the fleet to apply this policy to. You can use either the fleet ID or ARN value. The fleet cannot be in any of the following statuses: ERROR or DELETING.

    • scaling_adjustment(i32) / set_scaling_adjustment(i32):

      Amount of adjustment to make, based on the scaling adjustment type.

    • scaling_adjustment_type(ScalingAdjustmentType) / set_scaling_adjustment_type(Option<ScalingAdjustmentType>):

      The type of adjustment to make to a fleet’s instance count (see FleetCapacity):

      • ChangeInCapacity – add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.

      • ExactCapacity – set the instance count to the scaling adjustment value.

      • PercentChangeInCapacity – increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down; for example, a value of “-10” scales the fleet down by 10%.

    • threshold(f64) / set_threshold(f64):

      Metric value used to trigger a scaling event.

    • comparison_operator(ComparisonOperatorType) / set_comparison_operator(Option<ComparisonOperatorType>):

      Comparison operator to use when measuring the metric against the threshold value.

    • evaluation_periods(i32) / set_evaluation_periods(Option<i32>):

      Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.

    • metric_name(MetricName) / set_metric_name(Option<MetricName>):

      Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift with Amazon CloudWatch.

      • ActivatingGameSessions – Game sessions in the process of being created.

      • ActiveGameSessions – Game sessions that are currently running.

      • ActiveInstances – Fleet instances that are currently running at least one game session.

      • AvailableGameSessions – Additional game sessions that fleet could host simultaneously, given current capacity.

      • AvailablePlayerSessions – Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included.

      • CurrentPlayerSessions – Player slots in active game sessions that are being used by a player or are reserved for a player.

      • IdleInstances – Active instances that are currently hosting zero game sessions.

      • PercentAvailableGameSessions – Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy.

      • PercentIdleInstances – Percentage of the total number of active instances that are hosting zero game sessions.

      • QueueDepth – Pending game session placement requests, in any queue, where the current fleet is the top-priority destination.

      • WaitTime – Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.

    • policy_type(PolicyType) / set_policy_type(Option<PolicyType>):

      The type of scaling policy to create. For a target-based policy, set the parameter MetricName to ‘PercentAvailableGameSessions’ and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.

    • target_configuration(TargetConfiguration) / set_target_configuration(Option<TargetConfiguration>):

      An object that contains settings for a target-based scaling policy.

  • On success, responds with PutScalingPolicyOutput with field(s):
    • name(Option<String>):

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

  • On failure, responds with SdkError<PutScalingPolicyError>

Constructs a fluent builder for the RegisterGameServer operation.

Constructs a fluent builder for the RequestUploadCredentials operation.

Constructs a fluent builder for the ResolveAlias operation.

Constructs a fluent builder for the ResumeGameServerGroup operation.

Constructs a fluent builder for the SearchGameSessions operation. This operation supports pagination; See into_paginator().

  • The fluent builder is configurable:
    • fleet_id(impl Into<String>) / set_fleet_id(Option<String>):

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

    • alias_id(impl Into<String>) / set_alias_id(Option<String>):

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

    • location(impl Into<String>) / set_location(Option<String>):

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

    • filter_expression(impl Into<String>) / set_filter_expression(Option<String>):

      String containing the search criteria for the session search. If no filter expression is included, the request returns results for all game sessions in the fleet that are in ACTIVE status.

      A filter expression can contain one or multiple conditions. Each condition consists of the following:

      • Operand – Name of a game session attribute. Valid values are gameSessionName, gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis, playerSessionCount, hasAvailablePlayerSessions.

      • Comparator – Valid comparators are: =, <>, <, >, <=, >=.

      • Value – Value to be searched for. Values may be numbers, boolean values (true/false) or strings depending on the operand. String values are case sensitive and must be enclosed in single quotes. Special characters must be escaped. Boolean and string values can only be used with the comparators = and <>. For example, the following filter expression searches on gameSessionName: “FilterExpression”: “gameSessionName = ’Matt\‘s Awesome Game 1’”.

      To chain multiple conditions in a single expression, use the logical keywords AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT z, NOT (x OR y).

      Session search evaluates conditions from left to right using the following precedence rules:

      1. =, <>, <, >, <=, >=

      2. Parentheses

      3. NOT

      4. AND

      5. OR

      For example, this filter expression retrieves game sessions hosting at least ten players that have an open player slot: “maximumSessions>=10 AND hasAvailablePlayerSessions=true”.

    • sort_expression(impl Into<String>) / set_sort_expression(Option<String>):

      Instructions on how to sort the search results. If no sort expression is included, the request returns results in random order. A sort expression consists of the following elements:

      • Operand – Name of a game session attribute. Valid values are gameSessionName, gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis, playerSessionCount, hasAvailablePlayerSessions.

      • Order – Valid sort orders are ASC (ascending) and DESC (descending).

      For example, this sort expression returns the oldest active sessions first: “SortExpression”: “creationTimeMillis ASC”. Results with a null value for the sort operand are returned at the end of the list.

    • limit(i32) / set_limit(Option<i32>):

      The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. The maximum number of results returned is 20, even if this value is not set or is set higher than 20.

    • next_token(impl Into<String>) / set_next_token(Option<String>):

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

  • On success, responds with SearchGameSessionsOutput with field(s):
    • game_sessions(Option<Vec<GameSession>>):

      A collection of objects containing game session properties for each session that matches the request.

    • next_token(Option<String>):

      A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

  • On failure, responds with SdkError<SearchGameSessionsError>

Constructs a fluent builder for the StartFleetActions operation.

Constructs a fluent builder for the StartGameSessionPlacement operation.

Constructs a fluent builder for the StartMatchBackfill operation.

  • The fluent builder is configurable:
    • ticket_id(impl Into<String>) / set_ticket_id(Option<String>):

      A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.

    • configuration_name(impl Into<String>) / set_configuration_name(Option<String>):

      Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property.

    • game_session_arn(impl Into<String>) / set_game_session_arn(Option<String>):

      A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone matchmaking solution, this parameter is not needed.

    • players(Vec<Player>) / set_players(Option<Vec<Player>>):

      Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

      • PlayerID, PlayerAttributes, Team – This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.

        The backfill request must specify the team membership for every player. Do not specify team if you are not using backfill.

      • LatencyInMs – If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.

  • On success, responds with StartMatchBackfillOutput with field(s):
    • matchmaking_ticket(Option<MatchmakingTicket>):

      Ticket representing the backfill matchmaking request. This object includes the information in the request, ticket status, and match results as generated during the matchmaking process.

  • On failure, responds with SdkError<StartMatchBackfillError>

Constructs a fluent builder for the StartMatchmaking operation.

Constructs a fluent builder for the StopFleetActions operation.

Constructs a fluent builder for the StopGameSessionPlacement operation.

Constructs a fluent builder for the StopMatchmaking operation.

Constructs a fluent builder for the SuspendGameServerGroup operation.

Constructs a fluent builder for the TagResource operation.

Constructs a fluent builder for the UntagResource operation.

Constructs a fluent builder for the UpdateAlias operation.

Constructs a fluent builder for the UpdateBuild operation.

Constructs a fluent builder for the UpdateFleetAttributes operation.

Constructs a fluent builder for the UpdateFleetCapacity operation.

Constructs a fluent builder for the UpdateFleetPortSettings operation.

Constructs a fluent builder for the UpdateGameServer operation.

Constructs a fluent builder for the UpdateGameServerGroup operation.

  • The fluent builder is configurable:
    • game_server_group_name(impl Into<String>) / set_game_server_group_name(Option<String>):

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

    • role_arn(impl Into<String>) / set_role_arn(Option<String>):

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

    • instance_definitions(Vec<InstanceDefinition>) / set_instance_definitions(Option<Vec<InstanceDefinition>>):

      An updated list of Amazon EC2 instance types to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. This updated list replaces the entire current list of instance definitions for the game server group. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value “1”. For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

    • game_server_protection_policy(GameServerProtectionPolicy) / set_game_server_protection_policy(Option<GameServerProtectionPolicy>):

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

    • balancing_strategy(BalancingStrategy) / set_balancing_strategy(Option<BalancingStrategy>):

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

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

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

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

  • On success, responds with UpdateGameServerGroupOutput with field(s):
  • On failure, responds with SdkError<UpdateGameServerGroupError>

Constructs a fluent builder for the UpdateGameSession operation.

Constructs a fluent builder for the UpdateGameSessionQueue operation.

Constructs a fluent builder for the UpdateMatchmakingConfiguration operation.

Constructs a fluent builder for the UpdateRuntimeConfiguration operation.

Constructs a fluent builder for the UpdateScript operation.

  • The fluent builder is configurable:
    • script_id(impl Into<String>) / set_script_id(Option<String>):

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

    • name(impl Into<String>) / set_name(Option<String>):

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

    • version(impl Into<String>) / set_version(Option<String>):

      Version information that is associated with a build or script. Version strings do not need to be unique.

    • storage_location(S3Location) / set_storage_location(Option<S3Location>):

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

    • zip_file(Blob) / set_zip_file(Option<Blob>):

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

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

  • On success, responds with UpdateScriptOutput with field(s):
    • script(Option<Script>):

      The newly created script record with a unique script ID. The new script’s storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service.

  • On failure, responds with SdkError<UpdateScriptError>

Constructs a fluent builder for the ValidateMatchmakingRuleSet operation.

Creates a client with the given service config and connector override.

Creates a new client from a shared config.

Creates a new client from the service Config.

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