Expand description
Amazon GameLift provides a range of multiplayer game hosting solutions. As a fully managed service, GameLift helps you:
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Set up EC2-based computing resources and use GameLift FleetIQ to and deploy your game servers on low-cost, reliable Spot instances.
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Track game server availability and route players into game sessions to minimize latency.
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Automatically scale your resources to meet player demand and manage costs
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Optionally add FlexMatch matchmaking.
With GameLift as a managed service, you have the option to deploy your custom game server or use Amazon GameLift Realtime Servers to quickly stand up lightweight game servers for your game. Realtime Servers provides an efficient game server framework with core Amazon GameLift infrastructure already built in.
Now in Public Preview:
Use GameLift FleetIQ as a standalone feature with EC2 instances and Auto Scaling groups. GameLift FleetIQ provides optimizations that make low-cost Spot instances viable for game hosting. This extension of GameLift FleetIQ gives you access to these optimizations while managing your EC2 instances and Auto Scaling groups within your own AWS account.
Get Amazon GameLift Tools and Resources
This reference guide describes the low-level service API for Amazon GameLift and provides links to language-specific SDK reference topics. See also Amazon GameLift Tools and Resources.
API Summary
The Amazon GameLift service API includes two key sets of actions:
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Manage game sessions and player access -- Integrate this functionality into game client services in order to create new game sessions, retrieve information on existing game sessions; reserve a player slot in a game session, request matchmaking, etc.
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Configure and manage game server resources -- Manage your Amazon GameLift hosting resources, including builds, scripts, fleets, queues, and aliases. Set up matchmakers, configure auto-scaling, retrieve game logs, and get hosting and game metrics.
Task-based list of API actions
If you’re using the service, you’re probably looking for GameLiftClient and GameLift.
Structs§
- Accept
Match Input Represents the input for a request action.
- Accept
Match Output - Alias
Properties that describe an alias resource.
- Attribute
Value Values for use in Player attribute key-value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each
AttributeValueobject can use only one of the available properties.- AwsCredentials
Temporary access credentials used for uploading game build files to Amazon GameLift. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials.
- Build
Properties describing a custom game build.
Related operations
- Certificate
Configuration Information about the use of a TLS/SSL certificate for a fleet. TLS certificate generation is enabled at the fleet level, with one certificate generated for the fleet. When this feature is enabled, the certificate can be retrieved using the GameLift Server SDK call
GetInstanceCertificate. All instances in a fleet share the same certificate.- Claim
Game Server Input - Claim
Game Server Output - Create
Alias Input Represents the input for a request action.
- Create
Alias Output Represents the returned data in response to a request action.
- Create
Build Input Represents the input for a request action.
- Create
Build Output Represents the returned data in response to a request action.
- Create
Fleet Input Represents the input for a request action.
- Create
Fleet Output Represents the returned data in response to a request action.
- Create
Game Server Group Input - Create
Game Server Group Output - Create
Game Session Input Represents the input for a request action.
- Create
Game Session Output Represents the returned data in response to a request action.
- Create
Game Session Queue Input Represents the input for a request action.
- Create
Game Session Queue Output Represents the returned data in response to a request action.
- Create
Matchmaking Configuration Input Represents the input for a request action.
- Create
Matchmaking Configuration Output Represents the returned data in response to a request action.
- Create
Matchmaking Rule SetInput Represents the input for a request action.
- Create
Matchmaking Rule SetOutput Represents the returned data in response to a request action.
- Create
Player Session Input Represents the input for a request action.
- Create
Player Session Output Represents the returned data in response to a request action.
- Create
Player Sessions Input Represents the input for a request action.
- Create
Player Sessions Output Represents the returned data in response to a request action.
- Create
Script Input - Create
Script Output - Create
VpcPeering Authorization Input Represents the input for a request action.
- Create
VpcPeering Authorization Output Represents the returned data in response to a request action.
- Create
VpcPeering Connection Input Represents the input for a request action.
- Create
VpcPeering Connection Output - Delete
Alias Input Represents the input for a request action.
- Delete
Build Input Represents the input for a request action.
- Delete
Fleet Input Represents the input for a request action.
- Delete
Game Server Group Input - Delete
Game Server Group Output - Delete
Game Session Queue Input Represents the input for a request action.
- Delete
Game Session Queue Output - Delete
Matchmaking Configuration Input Represents the input for a request action.
- Delete
Matchmaking Configuration Output - Delete
Matchmaking Rule SetInput Represents the input for a request action.
- Delete
Matchmaking Rule SetOutput Represents the returned data in response to a request action.
- Delete
Scaling Policy Input Represents the input for a request action.
- Delete
Script Input - Delete
VpcPeering Authorization Input Represents the input for a request action.
- Delete
VpcPeering Authorization Output - Delete
VpcPeering Connection Input Represents the input for a request action.
- Delete
VpcPeering Connection Output - Deregister
Game Server Input - Describe
Alias Input Represents the input for a request action.
- Describe
Alias Output Represents the returned data in response to a request action.
- Describe
Build Input Represents the input for a request action.
- Describe
Build Output Represents the returned data in response to a request action.
- DescribeE
C2Instance Limits Input Represents the input for a request action.
- DescribeE
C2Instance Limits Output Represents the returned data in response to a request action.
- Describe
Fleet Attributes Input Represents the input for a request action.
- Describe
Fleet Attributes Output Represents the returned data in response to a request action.
- Describe
Fleet Capacity Input Represents the input for a request action.
- Describe
Fleet Capacity Output Represents the returned data in response to a request action.
- Describe
Fleet Events Input Represents the input for a request action.
- Describe
Fleet Events Output Represents the returned data in response to a request action.
- Describe
Fleet Port Settings Input Represents the input for a request action.
- Describe
Fleet Port Settings Output Represents the returned data in response to a request action.
- Describe
Fleet Utilization Input Represents the input for a request action.
- Describe
Fleet Utilization Output Represents the returned data in response to a request action.
- Describe
Game Server Group Input - Describe
Game Server Group Output - Describe
Game Server Input - Describe
Game Server Output - Describe
Game Session Details Input Represents the input for a request action.
- Describe
Game Session Details Output Represents the returned data in response to a request action.
- Describe
Game Session Placement Input Represents the input for a request action.
- Describe
Game Session Placement Output Represents the returned data in response to a request action.
- Describe
Game Session Queues Input Represents the input for a request action.
- Describe
Game Session Queues Output Represents the returned data in response to a request action.
- Describe
Game Sessions Input Represents the input for a request action.
- Describe
Game Sessions Output Represents the returned data in response to a request action.
- Describe
Instances Input Represents the input for a request action.
- Describe
Instances Output Represents the returned data in response to a request action.
- Describe
Matchmaking Configurations Input Represents the input for a request action.
- Describe
Matchmaking Configurations Output Represents the returned data in response to a request action.
- Describe
Matchmaking Input Represents the input for a request action.
- Describe
Matchmaking Output Represents the returned data in response to a request action.
- Describe
Matchmaking Rule Sets Input Represents the input for a request action.
- Describe
Matchmaking Rule Sets Output Represents the returned data in response to a request action.
- Describe
Player Sessions Input Represents the input for a request action.
- Describe
Player Sessions Output Represents the returned data in response to a request action.
- Describe
Runtime Configuration Input Represents the input for a request action.
- Describe
Runtime Configuration Output Represents the returned data in response to a request action.
- Describe
Scaling Policies Input Represents the input for a request action.
- Describe
Scaling Policies Output Represents the returned data in response to a request action.
- Describe
Script Input - Describe
Script Output - Describe
VpcPeering Authorizations Input - Describe
VpcPeering Authorizations Output - Describe
VpcPeering Connections Input Represents the input for a request action.
- Describe
VpcPeering Connections Output Represents the returned data in response to a request action.
- Desired
Player Session Player information for use when creating player sessions using a game session placement request with StartGameSessionPlacement.
- EC2Instance
Counts Current status of fleet capacity. The number of active instances should match or be in the process of matching the number of desired instances. Pending and terminating counts are non-zero only if fleet capacity is adjusting to an UpdateFleetCapacity request, or if access to resources is temporarily affected.
- EC2Instance
Limit The maximum number of instances allowed based on the Amazon Elastic Compute Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits.
- Event
Log entry describing an event that involves Amazon GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.
- Fleet
Attributes General properties describing a fleet.
- Fleet
Capacity Information about the fleet's capacity. Fleet capacity is measured in EC2 instances. By default, new fleets have a capacity of one instance, but can be updated as needed. The maximum number of instances for a fleet is determined by the fleet's instance type.
- Fleet
Utilization Current status of fleet utilization, including the number of game and player sessions being hosted.
- Game
Lift Client - A client for the Amazon GameLift API.
- Game
Property Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the Amazon GameLift Developer Guide.
- Game
Server This data type is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.
Properties describing a game server resource.
A game server resource is created by a successful call to RegisterGameServer and deleted by calling DeregisterGameServer.
- Game
Server Group This data type is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.
Properties describing a game server group resource. A game server group manages certain properties of a corresponding EC2 Auto Scaling group.
A game server group is created by a successful call to CreateGameServerGroup and deleted by calling DeleteGameServerGroup. Game server group activity can be temporarily suspended and resumed by calling SuspendGameServerGroup and ResumeGameServerGroup.
- Game
Server Group Auto Scaling Policy This data type is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.
Configuration settings for intelligent autoscaling that uses target tracking. An autoscaling policy can be specified when a new game server group is created with CreateGameServerGroup. If a group has an autoscaling policy, the Auto Scaling group takes action based on this policy, in addition to (and potentially in conflict with) any other autoscaling policies that are separately applied to the Auto Scaling group.
- Game
Session Properties describing a game session.
A game session in ACTIVE status can host players. When a game session ends, its status is set to
TERMINATED.Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.
- Game
Session Connection Info Connection information for the new game session that is created with matchmaking. (with StartMatchmaking). Once a match is set, the FlexMatch engine places the match and creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the MatchmakingTicket, which can be retrieved by calling DescribeMatchmaking.
- Game
Session Detail A game session's properties plus the protection policy currently in force.
- Game
Session Placement Object that describes a StartGameSessionPlacement request. This object includes the full details of the original request plus the current status and start/end time stamps.
Game session placement-related operations include:
- Game
Session Queue Configuration of a queue that is used to process game session placement requests. The queue configuration identifies several game features:
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The destinations where a new game session can potentially be hosted. Amazon GameLift tries these destinations in an order based on either the queue's default order or player latency information, if provided in a placement request. With latency information, Amazon GameLift can place game sessions where the majority of players are reporting the lowest possible latency.
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The length of time that placement requests can wait in the queue before timing out.
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A set of optional latency policies that protect individual players from high latencies, preventing game sessions from being placed where any individual player is reporting latency higher than a policy's maximum.
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- Game
Session Queue Destination Fleet designated in a game session queue. Requests for new game sessions in the queue are fulfilled by starting a new game session on any destination that is configured for a queue.
- GetGame
Session LogUrl Input Represents the input for a request action.
- GetGame
Session LogUrl Output Represents the returned data in response to a request action.
- GetInstance
Access Input Represents the input for a request action.
- GetInstance
Access Output Represents the returned data in response to a request action.
- Instance
Properties that describe an instance of a virtual computing resource that hosts one or more game servers. A fleet may contain zero or more instances.
- Instance
Access Information required to remotely connect to a fleet instance. Access is requested by calling GetInstanceAccess.
- Instance
Credentials Set of credentials required to remotely access a fleet instance. Access credentials are requested by calling GetInstanceAccess and returned in an InstanceAccess object.
- Instance
Definition This data type is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.
An allowed instance type for your game server group. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.
- IpPermission
A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift hosting resource. New game sessions that are started on the fleet are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. For fleets created with a custom game server, the ranges reflect the server's game session assignments. For Realtime Servers fleets, Amazon GameLift automatically opens two port ranges, one for TCP messaging and one for UDP for use by the Realtime servers.
- Launch
Template Specification This data type is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.
An EC2 launch template that contains configuration settings and game server code to be deployed to all instances in a game server group.
- List
Aliases Input Represents the input for a request action.
- List
Aliases Output Represents the returned data in response to a request action.
- List
Builds Input Represents the input for a request action.
- List
Builds Output Represents the returned data in response to a request action.
- List
Fleets Input Represents the input for a request action.
- List
Fleets Output Represents the returned data in response to a request action.
- List
Game Server Groups Input - List
Game Server Groups Output - List
Game Servers Input - List
Game Servers Output - List
Scripts Input - List
Scripts Output - List
Tags ForResource Request - List
Tags ForResource Response - Matched
Player Session Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request.
When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot.
- Matchmaking
Configuration Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
- Matchmaking
Rule Set Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches. Rule sets are used in MatchmakingConfiguration objects.
A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Build a FlexMatch Rule Set.
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Teams -- Required. A rule set must define one or multiple teams for the match and set minimum and maximum team sizes. For example, a rule set might describe a 4x4 match that requires all eight slots to be filled.
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Player attributes -- Optional. These attributes specify a set of player characteristics to evaluate when looking for a match. Matchmaking requests that use a rule set with player attributes must provide the corresponding attribute values. For example, an attribute might specify a player's skill or level.
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Rules -- Optional. Rules define how to evaluate potential players for a match based on player attributes. A rule might specify minimum requirements for individual players, teams, or entire matches. For example, a rule might require each player to meet a certain skill level, each team to have at least one player in a certain role, or the match to have a minimum average skill level. or may describe an entire group--such as all teams must be evenly matched or have at least one player in a certain role.
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Expansions -- Optional. Expansions allow you to relax the rules after a period of time when no acceptable matches are found. This feature lets you balance getting players into games in a reasonable amount of time instead of making them wait indefinitely for the best possible match. For example, you might use an expansion to increase the maximum skill variance between players after 30 seconds.
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- Matchmaking
Ticket Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request with StartMatchmaking. Tickets can be retrieved by calling DescribeMatchmaking with the ticket ID.
- Placed
Player Session Information about a player session that was created as part of a StartGameSessionPlacement request. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.
- Player
Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.
- Player
Latency Regional latency information for a player, used when requesting a new game session with StartGameSessionPlacement. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified Region. The relative difference between a player's latency values for multiple Regions are used to determine which fleets are best suited to place a new game session for the player.
- Player
Latency Policy Queue setting that determines the highest latency allowed for individual players when placing a game session. When a latency policy is in force, a game session cannot be placed with any fleet in a Region where a player reports latency higher than the cap. Latency policies are only enforced when the placement request contains player latency information.
- Player
Session Properties describing a player session. Player session objects are created either by creating a player session for a specific game session, or as part of a game session placement. A player session represents either a player reservation for a game session (status
RESERVED) or actual player activity in a game session (statusACTIVE). A player session object (including player data) is automatically passed to a game session when the player connects to the game session and is validated.When a player disconnects, the player session status changes to
COMPLETED. Once the session ends, the player session object is retained for 30 days and then removed.- PutScaling
Policy Input Represents the input for a request action.
- PutScaling
Policy Output Represents the returned data in response to a request action.
- Register
Game Server Input - Register
Game Server Output - Request
Upload Credentials Input Represents the input for a request action.
- Request
Upload Credentials Output Represents the returned data in response to a request action.
- Resolve
Alias Input Represents the input for a request action.
- Resolve
Alias Output Represents the returned data in response to a request action.
- Resource
Creation Limit Policy A policy that limits the number of game sessions a player can create on the same fleet. This optional policy gives game owners control over how players can consume available game server resources. A resource creation policy makes the following statement: "An individual player can create a maximum number of new game sessions within a specified time period".
The policy is evaluated when a player tries to create a new game session. For example: Assume you have a policy of 10 new game sessions and a time period of 60 minutes. On receiving a
CreateGameSessionrequest, Amazon GameLift checks that the player (identified byCreatorId) has created fewer than 10 game sessions in the past 60 minutes.- Resume
Game Server Group Input - Resume
Game Server Group Output - Routing
Strategy The routing configuration for a fleet alias.
- Runtime
Configuration A collection of server process configurations that describe what processes to run on each instance in a fleet. Server processes run either a custom game build executable or a Realtime Servers script. Each instance in the fleet starts the specified server processes and continues to start new processes as existing processes end. Each instance regularly checks for an updated runtime configuration.
The runtime configuration enables the instances in a fleet to run multiple processes simultaneously. Learn more about Running Multiple Processes on a Fleet .
A Amazon GameLift instance is limited to 50 processes running simultaneously. To calculate the total number of processes in a runtime configuration, add the values of the
ConcurrentExecutionsparameter for each ServerProcess object.- S3Location
The location in S3 where build or script files are stored for access by Amazon GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript requests.
- Scaling
Policy Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.
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Manage scaling policies:
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PutScalingPolicy (auto-scaling)
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DescribeScalingPolicies (auto-scaling)
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DeleteScalingPolicy (auto-scaling)
-
-
Manage fleet actions:
- Script
Properties describing a Realtime script.
Related operations
- Search
Game Sessions Input Represents the input for a request action.
- Search
Game Sessions Output Represents the returned data in response to a request action.
- Server
Process A set of instructions for launching server processes on each instance in a fleet. Server processes run either a custom game build executable or a Realtime Servers script. Each instruction set identifies the location of the custom game build executable or Realtime launch script, optional launch parameters, and the number of server processes with this configuration to maintain concurrently on the instance. Server process configurations make up a fleet's
RuntimeConfiguration.- Start
Fleet Actions Input - Start
Fleet Actions Output - Start
Game Session Placement Input Represents the input for a request action.
- Start
Game Session Placement Output Represents the returned data in response to a request action.
- Start
Match Backfill Input Represents the input for a request action.
- Start
Match Backfill Output Represents the returned data in response to a request action.
- Start
Matchmaking Input Represents the input for a request action.
- Start
Matchmaking Output Represents the returned data in response to a request action.
- Stop
Fleet Actions Input - Stop
Fleet Actions Output - Stop
Game Session Placement Input Represents the input for a request action.
- Stop
Game Session Placement Output Represents the returned data in response to a request action.
- Stop
Matchmaking Input Represents the input for a request action.
- Stop
Matchmaking Output - Suspend
Game Server Group Input - Suspend
Game Server Group Output - Tag
A label that can be assigned to a GameLift resource.
Learn more
Tagging AWS Resources in the AWS General Reference
Related operations
- TagResource
Request - TagResource
Response - Target
Configuration Settings for a target-based scaling policy (see ScalingPolicy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value.
-
Manage scaling policies:
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PutScalingPolicy (auto-scaling)
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DescribeScalingPolicies (auto-scaling)
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DeleteScalingPolicy (auto-scaling)
-
-
Manage fleet actions:
- Target
Tracking Configuration This data type is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.
Settings for a target-based scaling policy applied to Auto Scaling group. These settings are used to create a target-based policy that tracks the GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.
- Untag
Resource Request - Untag
Resource Response - Update
Alias Input Represents the input for a request action.
- Update
Alias Output Represents the returned data in response to a request action.
- Update
Build Input Represents the input for a request action.
- Update
Build Output Represents the returned data in response to a request action.
- Update
Fleet Attributes Input Represents the input for a request action.
- Update
Fleet Attributes Output Represents the returned data in response to a request action.
- Update
Fleet Capacity Input Represents the input for a request action.
- Update
Fleet Capacity Output Represents the returned data in response to a request action.
- Update
Fleet Port Settings Input Represents the input for a request action.
- Update
Fleet Port Settings Output Represents the returned data in response to a request action.
- Update
Game Server Group Input - Update
Game Server Group Output - Update
Game Server Input - Update
Game Server Output - Update
Game Session Input Represents the input for a request action.
- Update
Game Session Output Represents the returned data in response to a request action.
- Update
Game Session Queue Input Represents the input for a request action.
- Update
Game Session Queue Output Represents the returned data in response to a request action.
- Update
Matchmaking Configuration Input Represents the input for a request action.
- Update
Matchmaking Configuration Output Represents the returned data in response to a request action.
- Update
Runtime Configuration Input Represents the input for a request action.
- Update
Runtime Configuration Output Represents the returned data in response to a request action.
- Update
Script Input - Update
Script Output - Validate
Matchmaking Rule SetInput Represents the input for a request action.
- Validate
Matchmaking Rule SetOutput Represents the returned data in response to a request action.
- VpcPeering
Authorization Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued.
- VpcPeering
Connection Represents a peering connection between a VPC on one of your AWS accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established.
- VpcPeering
Connection Status Represents status information for a VPC peering connection. Status is associated with a VpcPeeringConnection object. Status codes and messages are provided from EC2 (see VpcPeeringConnectionStateReason). Connection status information is also communicated as a fleet Event.
Enums§
- Accept
Match Error - Errors returned by AcceptMatch
- Claim
Game Server Error - Errors returned by ClaimGameServer
- Create
Alias Error - Errors returned by CreateAlias
- Create
Build Error - Errors returned by CreateBuild
- Create
Fleet Error - Errors returned by CreateFleet
- Create
Game Server Group Error - Errors returned by CreateGameServerGroup
- Create
Game Session Error - Errors returned by CreateGameSession
- Create
Game Session Queue Error - Errors returned by CreateGameSessionQueue
- Create
Matchmaking Configuration Error - Errors returned by CreateMatchmakingConfiguration
- Create
Matchmaking Rule SetError - Errors returned by CreateMatchmakingRuleSet
- Create
Player Session Error - Errors returned by CreatePlayerSession
- Create
Player Sessions Error - Errors returned by CreatePlayerSessions
- Create
Script Error - Errors returned by CreateScript
- Create
VpcPeering Authorization Error - Errors returned by CreateVpcPeeringAuthorization
- Create
VpcPeering Connection Error - Errors returned by CreateVpcPeeringConnection
- Delete
Alias Error - Errors returned by DeleteAlias
- Delete
Build Error - Errors returned by DeleteBuild
- Delete
Fleet Error - Errors returned by DeleteFleet
- Delete
Game Server Group Error - Errors returned by DeleteGameServerGroup
- Delete
Game Session Queue Error - Errors returned by DeleteGameSessionQueue
- Delete
Matchmaking Configuration Error - Errors returned by DeleteMatchmakingConfiguration
- Delete
Matchmaking Rule SetError - Errors returned by DeleteMatchmakingRuleSet
- Delete
Scaling Policy Error - Errors returned by DeleteScalingPolicy
- Delete
Script Error - Errors returned by DeleteScript
- Delete
VpcPeering Authorization Error - Errors returned by DeleteVpcPeeringAuthorization
- Delete
VpcPeering Connection Error - Errors returned by DeleteVpcPeeringConnection
- Deregister
Game Server Error - Errors returned by DeregisterGameServer
- Describe
Alias Error - Errors returned by DescribeAlias
- Describe
Build Error - Errors returned by DescribeBuild
- DescribeE
C2Instance Limits Error - Errors returned by DescribeEC2InstanceLimits
- Describe
Fleet Attributes Error - Errors returned by DescribeFleetAttributes
- Describe
Fleet Capacity Error - Errors returned by DescribeFleetCapacity
- Describe
Fleet Events Error - Errors returned by DescribeFleetEvents
- Describe
Fleet Port Settings Error - Errors returned by DescribeFleetPortSettings
- Describe
Fleet Utilization Error - Errors returned by DescribeFleetUtilization
- Describe
Game Server Error - Errors returned by DescribeGameServer
- Describe
Game Server Group Error - Errors returned by DescribeGameServerGroup
- Describe
Game Session Details Error - Errors returned by DescribeGameSessionDetails
- Describe
Game Session Placement Error - Errors returned by DescribeGameSessionPlacement
- Describe
Game Session Queues Error - Errors returned by DescribeGameSessionQueues
- Describe
Game Sessions Error - Errors returned by DescribeGameSessions
- Describe
Instances Error - Errors returned by DescribeInstances
- Describe
Matchmaking Configurations Error - Errors returned by DescribeMatchmakingConfigurations
- Describe
Matchmaking Error - Errors returned by DescribeMatchmaking
- Describe
Matchmaking Rule Sets Error - Errors returned by DescribeMatchmakingRuleSets
- Describe
Player Sessions Error - Errors returned by DescribePlayerSessions
- Describe
Runtime Configuration Error - Errors returned by DescribeRuntimeConfiguration
- Describe
Scaling Policies Error - Errors returned by DescribeScalingPolicies
- Describe
Script Error - Errors returned by DescribeScript
- Describe
VpcPeering Authorizations Error - Errors returned by DescribeVpcPeeringAuthorizations
- Describe
VpcPeering Connections Error - Errors returned by DescribeVpcPeeringConnections
- GetGame
Session LogUrl Error - Errors returned by GetGameSessionLogUrl
- GetInstance
Access Error - Errors returned by GetInstanceAccess
- List
Aliases Error - Errors returned by ListAliases
- List
Builds Error - Errors returned by ListBuilds
- List
Fleets Error - Errors returned by ListFleets
- List
Game Server Groups Error - Errors returned by ListGameServerGroups
- List
Game Servers Error - Errors returned by ListGameServers
- List
Scripts Error - Errors returned by ListScripts
- List
Tags ForResource Error - Errors returned by ListTagsForResource
- PutScaling
Policy Error - Errors returned by PutScalingPolicy
- Register
Game Server Error - Errors returned by RegisterGameServer
- Request
Upload Credentials Error - Errors returned by RequestUploadCredentials
- Resolve
Alias Error - Errors returned by ResolveAlias
- Resume
Game Server Group Error - Errors returned by ResumeGameServerGroup
- Search
Game Sessions Error - Errors returned by SearchGameSessions
- Start
Fleet Actions Error - Errors returned by StartFleetActions
- Start
Game Session Placement Error - Errors returned by StartGameSessionPlacement
- Start
Match Backfill Error - Errors returned by StartMatchBackfill
- Start
Matchmaking Error - Errors returned by StartMatchmaking
- Stop
Fleet Actions Error - Errors returned by StopFleetActions
- Stop
Game Session Placement Error - Errors returned by StopGameSessionPlacement
- Stop
Matchmaking Error - Errors returned by StopMatchmaking
- Suspend
Game Server Group Error - Errors returned by SuspendGameServerGroup
- TagResource
Error - Errors returned by TagResource
- Untag
Resource Error - Errors returned by UntagResource
- Update
Alias Error - Errors returned by UpdateAlias
- Update
Build Error - Errors returned by UpdateBuild
- Update
Fleet Attributes Error - Errors returned by UpdateFleetAttributes
- Update
Fleet Capacity Error - Errors returned by UpdateFleetCapacity
- Update
Fleet Port Settings Error - Errors returned by UpdateFleetPortSettings
- Update
Game Server Error - Errors returned by UpdateGameServer
- Update
Game Server Group Error - Errors returned by UpdateGameServerGroup
- Update
Game Session Error - Errors returned by UpdateGameSession
- Update
Game Session Queue Error - Errors returned by UpdateGameSessionQueue
- Update
Matchmaking Configuration Error - Errors returned by UpdateMatchmakingConfiguration
- Update
Runtime Configuration Error - Errors returned by UpdateRuntimeConfiguration
- Update
Script Error - Errors returned by UpdateScript
- Validate
Matchmaking Rule SetError - Errors returned by ValidateMatchmakingRuleSet
Traits§
- Game
Lift - Trait representing the capabilities of the Amazon GameLift API. Amazon GameLift clients implement this trait.