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Amazon GameLift Service

GameLift provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for deploying, operating, and scaling game servers. Built on AWS 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 GameLift solutions

Get more information on these GameLift solutions in the GameLift Developer Guide.

  • GameLift managed hosting -- 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 Realtime Servers -- With GameLift Realtime Servers, you can quickly configure and set up ready-to-go game servers for your game. Realtime Servers provides a game server framework with core GameLift infrastructure already built in. Then use the full range of GameLift managed hosting features, including FlexMatch, for your game.

  • GameLift FleetIQ -- Use GameLift FleetIQ as a standalone service while hosting your games using EC2 instances and Auto Scaling groups. GameLift FleetIQ provides optimizations for game hosting, including boosting the viability of low-cost Spot Instances gaming. For a complete solution, pair the GameLift FleetIQ and FlexMatch standalone services.

  • GameLift FlexMatch -- Add matchmaking to your game hosting solution. FlexMatch is a customizable matchmaking service for multiplayer games. Use FlexMatch as integrated with 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 AWS CLI reference. Useful links:

If you’re using the service, you’re probably looking for GameLiftClient and GameLift.

Structs§

AcceptMatchInput

Represents the input for a request operation.

AcceptMatchOutput
Alias

Properties that describe an alias resource.

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

AttributeValue

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 AttributeValue object 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 actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

CertificateConfiguration

Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. All instances in a fleet share the same certificate. The certificate can be retrieved by calling the GameLift Server SDK operation GetInstanceCertificate.

A fleet's certificate configuration is part of FleetAttributes.

ClaimGameServerInput
ClaimGameServerOutput
CreateAliasInput

Represents the input for a request operation.

CreateAliasOutput

Represents the returned data in response to a request operation.

CreateBuildInput

Represents the input for a request operation.

CreateBuildOutput

Represents the returned data in response to a request operation.

CreateFleetInput

Represents the input for a request operation.

CreateFleetLocationsInput

Represents the input for a request operation.

CreateFleetLocationsOutput

Represents the returned data in response to a request operation.

CreateFleetOutput

Represents the returned data in response to a request operation.

CreateGameServerGroupInput
CreateGameServerGroupOutput
CreateGameSessionInput

Represents the input for a request operation.

CreateGameSessionOutput

Represents the returned data in response to a request operation.

CreateGameSessionQueueInput

Represents the input for a request operation.

CreateGameSessionQueueOutput

Represents the returned data in response to a request operation.

CreateMatchmakingConfigurationInput

Represents the input for a request operation.

CreateMatchmakingConfigurationOutput

Represents the returned data in response to a request operation.

CreateMatchmakingRuleSetInput

Represents the input for a request operation.

CreateMatchmakingRuleSetOutput

Represents the returned data in response to a request operation.

CreatePlayerSessionInput

Represents the input for a request operation.

CreatePlayerSessionOutput

Represents the returned data in response to a request operation.

CreatePlayerSessionsInput

Represents the input for a request operation.

CreatePlayerSessionsOutput

Represents the returned data in response to a request operation.

CreateScriptInput
CreateScriptOutput
CreateVpcPeeringAuthorizationInput

Represents the input for a request operation.

CreateVpcPeeringAuthorizationOutput

Represents the returned data in response to a request operation.

CreateVpcPeeringConnectionInput

Represents the input for a request operation.

CreateVpcPeeringConnectionOutput
DeleteAliasInput

Represents the input for a request operation.

DeleteBuildInput

Represents the input for a request operation.

DeleteFleetInput

Represents the input for a request operation.

DeleteFleetLocationsInput

Represents the input for a request operation.

DeleteFleetLocationsOutput

Represents the returned data in response to a request operation.

DeleteGameServerGroupInput
DeleteGameServerGroupOutput
DeleteGameSessionQueueInput

Represents the input for a request operation.

DeleteGameSessionQueueOutput
DeleteMatchmakingConfigurationInput

Represents the input for a request operation.

DeleteMatchmakingConfigurationOutput
DeleteMatchmakingRuleSetInput

Represents the input for a request operation.

DeleteMatchmakingRuleSetOutput

Represents the returned data in response to a request operation.

DeleteScalingPolicyInput

Represents the input for a request operation.

DeleteScriptInput
DeleteVpcPeeringAuthorizationInput

Represents the input for a request operation.

DeleteVpcPeeringAuthorizationOutput
DeleteVpcPeeringConnectionInput

Represents the input for a request operation.

DeleteVpcPeeringConnectionOutput
DeregisterGameServerInput
DescribeAliasInput

Represents the input for a request operation.

DescribeAliasOutput

Represents the returned data in response to a request operation.

DescribeBuildInput

Represents the input for a request operation.

DescribeBuildOutput

Represents the returned data in response to a request operation.

DescribeEC2InstanceLimitsInput

Represents the input for a request operation.

DescribeEC2InstanceLimitsOutput

Represents the returned data in response to a request operation.

DescribeFleetAttributesInput

Represents the input for a request operation.

DescribeFleetAttributesOutput

Represents the returned data in response to a request operation.

DescribeFleetCapacityInput

Represents the input for a request operation.

DescribeFleetCapacityOutput

Represents the returned data in response to a request operation.

DescribeFleetEventsInput

Represents the input for a request operation.

DescribeFleetEventsOutput

Represents the returned data in response to a request operation.

DescribeFleetLocationAttributesInput

Represents the input for a request operation.

DescribeFleetLocationAttributesOutput

Represents the returned data in response to a request operation.

DescribeFleetLocationCapacityInput

Represents the input for a request operation.

DescribeFleetLocationCapacityOutput

Represents the returned data in response to a request operation.

DescribeFleetLocationUtilizationInput

Represents the input for a request operation.

DescribeFleetLocationUtilizationOutput

Represents the returned data in response to a request operation.

DescribeFleetPortSettingsInput

Represents the input for a request operation.

DescribeFleetPortSettingsOutput

Represents the returned data in response to a request operation.

DescribeFleetUtilizationInput

Represents the input for a request operation.

DescribeFleetUtilizationOutput

Represents the returned data in response to a request operation.

DescribeGameServerGroupInput
DescribeGameServerGroupOutput
DescribeGameServerInput
DescribeGameServerInstancesInput
DescribeGameServerInstancesOutput
DescribeGameServerOutput
DescribeGameSessionDetailsInput

Represents the input for a request operation.

DescribeGameSessionDetailsOutput

Represents the returned data in response to a request operation.

DescribeGameSessionPlacementInput

Represents the input for a request operation.

DescribeGameSessionPlacementOutput

Represents the returned data in response to a request operation.

DescribeGameSessionQueuesInput

Represents the input for a request operation.

DescribeGameSessionQueuesOutput

Represents the returned data in response to a request operation.

DescribeGameSessionsInput

Represents the input for a request operation.

DescribeGameSessionsOutput

Represents the returned data in response to a request operation.

DescribeInstancesInput

Represents the input for a request operation.

DescribeInstancesOutput

Represents the returned data in response to a request operation.

DescribeMatchmakingConfigurationsInput

Represents the input for a request operation.

DescribeMatchmakingConfigurationsOutput

Represents the returned data in response to a request operation.

DescribeMatchmakingInput

Represents the input for a request operation.

DescribeMatchmakingOutput

Represents the returned data in response to a request operation.

DescribeMatchmakingRuleSetsInput

Represents the input for a request operation.

DescribeMatchmakingRuleSetsOutput

Represents the returned data in response to a request operation.

DescribePlayerSessionsInput

Represents the input for a request operation.

DescribePlayerSessionsOutput

Represents the returned data in response to a request operation.

DescribeRuntimeConfigurationInput

Represents the input for a request operation.

DescribeRuntimeConfigurationOutput

Represents the returned data in response to a request operation.

DescribeScalingPoliciesInput

Represents the input for a request operation.

DescribeScalingPoliciesOutput

Represents the returned data in response to a request operation.

DescribeScriptInput
DescribeScriptOutput
DescribeVpcPeeringAuthorizationsInput
DescribeVpcPeeringAuthorizationsOutput
DescribeVpcPeeringConnectionsInput

Represents the input for a request operation.

DescribeVpcPeeringConnectionsOutput

Represents the returned data in response to a request operation.

DesiredPlayerSession

Player information for use when creating player sessions using a game session placement request with StartGameSessionPlacement.

EC2InstanceCounts

Resource capacity settings. Fleet capacity is measured in EC2 instances. Pending and terminating counts are non-zero when the fleet capacity is adjusting to a scaling event or if access to resources is temporarily affected.

EC2 instance counts are part of FleetCapacity.

EC2InstanceLimit

The GameLift service limits for an EC2 instance type and current utilization. GameLift allows AWS accounts a maximum number of instances, per instance type, per AWS Region or location, for use with GameLift. You can request an limit increase for your account by using the Service limits page in the GameLift console.

Related actions

DescribeEC2InstanceLimits

Event

Log entry describing an event that involves GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.

Related actions

DescribeFleetEvents

FilterConfiguration

A list of fleet locations where a game session queue can place new game sessions. You can use a filter to temporarily turn off placements for specific locations. For queues that have multi-location fleets, you can use a filter configuration allow placement with some, but not all of these locations.

Filter configurations are part of a GameSessionQueue.

FleetAttributes

Describes a GameLift fleet of game hosting resources.

Related actions

CreateFleet | DescribeFleetAttributes

FleetCapacity

Current resource capacity settings in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.

Related actions

DescribeFleetCapacity | DescribeFleetLocationCapacity | UpdateFleetCapacity

FleetUtilization

Current resource utilization statistics in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.

Related actions

DescribeFleetUtilization | DescribeFleetLocationUtilization

GameLiftClient
A client for the Amazon GameLift API.
GameProperty

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 GameLift Developer Guide.

GameServer

This data type is used with the GameLift FleetIQ and game server groups.

Properties describing a game server that is running on an instance in a GameServerGroup.

A game server is created by a successful call to RegisterGameServer and deleted by calling DeregisterGameServer. A game server is claimed to host a game session by calling ClaimGameServer.

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

GameServerGroup

This data type is used with the GameLift FleetIQ and game server groups.

Properties that describe a game server group resource. A game server group manages certain properties related to 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, respectively.

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

GameServerGroupAutoScalingPolicy

This data type is used with the GameLift FleetIQ and game server groups.

Configuration settings for intelligent automatic scaling that uses target tracking. These settings are used to add an Auto Scaling policy when creating the corresponding Auto Scaling group with CreateGameServerGroup. After the Auto Scaling group is created, all updates to Auto Scaling policies, including changing this policy and adding or removing other policies, is done directly on the Auto Scaling group.

GameServerInstance

This data type is used with the GameLift FleetIQ and game server groups.

Additional properties, including status, that describe an EC2 instance in a game server group. Instance configurations are set with game server group properties (see DescribeGameServerGroup and with the EC2 launch template that was used when creating the game server group.

Retrieve game server instances for a game server group by calling DescribeGameServerInstances.

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

GameSession

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.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

GameSessionConnectionInfo

Connection information for a new game session that is created in response to a StartMatchmaking request. Once a match is made, the FlexMatch engine 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.

GameSessionDetail

A game session's properties plus the protection policy currently in force.

GameSessionPlacement

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:

GameSessionQueue

Configuration for a game session placement mechanism that processes requests for new game sessions. A queue can be used on its own or as part of a matchmaking solution.

Related actions

CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue

GameSessionQueueDestination

A fleet or alias designated in a game session queue. Queues fulfill requests for new game sessions by placing a new game session on any of the queue's destinations.

Destinations are part of a GameSessionQueue.

GetGameSessionLogUrlInput

Represents the input for a request operation.

GetGameSessionLogUrlOutput

Represents the returned data in response to a request operation.

GetInstanceAccessInput

Represents the input for a request operation.

GetInstanceAccessOutput

Represents the returned data in response to a request operation.

Instance

Represents an EC2 instance of virtual computing resources that hosts one or more game servers. In GameLift, a fleet can contain zero or more instances.

Related actions

DescribeInstances

InstanceAccess

Information required to remotely connect to a fleet instance. Access is requested by calling GetInstanceAccess.

InstanceCredentials

Set of credentials required to remotely access a fleet instance. Access credentials are requested by calling GetInstanceAccess and returned in an InstanceAccess object.

InstanceDefinition

This data type is used with the GameLift FleetIQ and game server groups.

An allowed instance type for a GameServerGroup. All game server groups must have at least two instance types defined for it. 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 instance in a fleet. New game sessions are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. Fleets with custom game builds must have permissions explicitly set. For Realtime Servers fleets, GameLift automatically opens two port ranges, one for TCP messaging and one for UDP.

Related actions

DescribeFleetPortSettings

LaunchTemplateSpecification

This data type is used with the GameLift FleetIQ and game server groups.

An EC2 launch template that contains configuration settings and game server code to be deployed to all instances in a game server group. The launch template is specified when creating a new game server group with CreateGameServerGroup.

ListAliasesInput

Represents the input for a request operation.

ListAliasesOutput

Represents the returned data in response to a request operation.

ListBuildsInput

Represents the input for a request operation.

ListBuildsOutput

Represents the returned data in response to a request operation.

ListFleetsInput

Represents the input for a request operation.

ListFleetsOutput

Represents the returned data in response to a request operation.

ListGameServerGroupsInput
ListGameServerGroupsOutput
ListGameServersInput
ListGameServersOutput
ListScriptsInput
ListScriptsOutput
ListTagsForResourceRequest
ListTagsForResourceResponse
LocationAttributes

Represents a location in a multi-location fleet.

Related actions

DescribeFleetLocationAttributes

LocationConfiguration

A remote location where a multi-location fleet can deploy EC2 instances for game hosting.

Related actions

CreateFleet

LocationState

A fleet location and its life-cycle state. A location state object might be used to describe a fleet's remote location or home Region. Life-cycle state tracks the progress of launching the first instance in a new location and preparing it for game hosting, and then removing all instances and deleting the location from the fleet.

Related actions

CreateFleet | CreateFleetLocations | DeleteFleetLocations

MatchedPlayerSession

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.

MatchmakingConfiguration

Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.

MatchmakingRuleSet

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.

  • 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.

  • 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.

  • 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.

  • 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.

MatchmakingTicket

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.

PlacedPlayerSession

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.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

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.

PlayerLatency

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.

PlayerLatencyPolicy

Sets a latency cap for individual players when placing a game session. With a latency policy in force, a game session cannot be placed in a fleet location where a player reports latency higher than the cap. Latency policies are used only with placement request that provide player latency information. Player latency policies can be stacked to gradually relax latency requirements over time.

Latency policies are part of a GameSessionQueue.

PlayerSession

Represents a player session. Player sessions are created either for a specific game session, or as part of a game session placement or matchmaking request. A player session can represents a reserved player slot in a game session (when status is RESERVED) or actual player activity in a game session (when status is ACTIVE). 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. After the game session ends, player sessions information is retained for 30 days and then removed.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task

PriorityConfiguration

Custom prioritization settings for use by a game session queue when placing new game sessions with available game servers. When defined, this configuration replaces the default FleetIQ prioritization process, which is as follows:

  • If player latency data is included in a game session request, destinations and locations are prioritized first based on lowest average latency (1), then on lowest hosting cost (2), then on destination list order (3), and finally on location (alphabetical) (4). This approach ensures that the queue's top priority is to place game sessions where average player latency is lowest, and--if latency is the same--where the hosting cost is less, etc.

  • If player latency data is not included, destinations and locations are prioritized first on destination list order (1), and then on location (alphabetical) (2). This approach ensures that the queue's top priority is to place game sessions on the first destination fleet listed. If that fleet has multiple locations, the game session is placed on the first location (when listed alphabetically).

Changing the priority order will affect how game sessions are placed.

Priority configurations are part of a GameSessionQueue.

PutScalingPolicyInput

Represents the input for a request operation.

PutScalingPolicyOutput

Represents the returned data in response to a request operation.

RegisterGameServerInput
RegisterGameServerOutput
RequestUploadCredentialsInput

Represents the input for a request operation.

RequestUploadCredentialsOutput

Represents the returned data in response to a request operation.

ResolveAliasInput

Represents the input for a request operation.

ResolveAliasOutput

Represents the returned data in response to a request operation.

ResourceCreationLimitPolicy

A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.

The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession request, GameLift checks that the player (identified by CreatorId) has created fewer than game session limit in the specified time period.

The resource creation limit policy is included in FleetAttributes.

ResumeGameServerGroupInput
ResumeGameServerGroupOutput
RoutingStrategy

The routing configuration for a fleet alias.

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

RuntimeConfiguration

A collection of server process configurations that describe the set of processes to run on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. GameLift launches the configured processes, manages their life cycle, and replaces them as needed. Each instance checks regularly for an updated runtime configuration.

A GameLift instance is limited to 50 processes running concurrently. To calculate the total number of processes in a runtime configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess. Learn more about Running Multiple Processes on a Fleet.

Related actions

DescribeRuntimeConfiguration | UpdateRuntimeConfiguration

S3Location

The location in Amazon S3 where build or script files are stored for access by Amazon GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript requests.

ScalingPolicy

Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.

Related actions

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task

Script

Properties describing a Realtime script.

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

SearchGameSessionsInput

Represents the input for a request operation.

SearchGameSessionsOutput

Represents the returned data in response to a request operation.

ServerProcess

A set of instructions for launching server processes on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. Server process configurations are part of a fleet's RuntimeConfiguration.

StartFleetActionsInput

Represents the input for a request operation.

StartFleetActionsOutput

Represents the returned data in response to a request operation.

StartGameSessionPlacementInput

Represents the input for a request operation.

StartGameSessionPlacementOutput

Represents the returned data in response to a request operation.

StartMatchBackfillInput

Represents the input for a request operation.

StartMatchBackfillOutput

Represents the returned data in response to a request operation.

StartMatchmakingInput

Represents the input for a request operation.

StartMatchmakingOutput

Represents the returned data in response to a request operation.

StopFleetActionsInput

Represents the input for a request operation.

StopFleetActionsOutput

Represents the input for a request operation.

StopGameSessionPlacementInput

Represents the input for a request operation.

StopGameSessionPlacementOutput

Represents the returned data in response to a request operation.

StopMatchmakingInput

Represents the input for a request operation.

StopMatchmakingOutput
SuspendGameServerGroupInput
SuspendGameServerGroupOutput
Tag

A label that can be assigned to a GameLift resource.

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related actions

TagResource | UntagResource | ListTagsForResource | All APIs by task

TagResourceRequest
TagResourceResponse
TargetConfiguration

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.

Related actions

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task

TargetTrackingConfiguration

This data type is used with the GameLift FleetIQ and game server groups.

Settings for a target-based scaling policy as part of a GameServerGroupAutoScalingPolicy. 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.

UntagResourceRequest
UntagResourceResponse
UpdateAliasInput

Represents the input for a request operation.

UpdateAliasOutput

Represents the returned data in response to a request operation.

UpdateBuildInput

Represents the input for a request operation.

UpdateBuildOutput

Represents the returned data in response to a request operation.

UpdateFleetAttributesInput

Represents the input for a request operation.

UpdateFleetAttributesOutput

Represents the returned data in response to a request operation.

UpdateFleetCapacityInput

Represents the input for a request operation.

UpdateFleetCapacityOutput

Represents the returned data in response to a request operation.

UpdateFleetPortSettingsInput

Represents the input for a request operation.

UpdateFleetPortSettingsOutput

Represents the returned data in response to a request operation.

UpdateGameServerGroupInput
UpdateGameServerGroupOutput
UpdateGameServerInput
UpdateGameServerOutput
UpdateGameSessionInput

Represents the input for a request operation.

UpdateGameSessionOutput

Represents the returned data in response to a request operation.

UpdateGameSessionQueueInput

Represents the input for a request operation.

UpdateGameSessionQueueOutput

Represents the returned data in response to a request operation.

UpdateMatchmakingConfigurationInput

Represents the input for a request operation.

UpdateMatchmakingConfigurationOutput

Represents the returned data in response to a request operation.

UpdateRuntimeConfigurationInput

Represents the input for a request operation.

UpdateRuntimeConfigurationOutput

Represents the returned data in response to a request operation.

UpdateScriptInput
UpdateScriptOutput
ValidateMatchmakingRuleSetInput

Represents the input for a request operation.

ValidateMatchmakingRuleSetOutput

Represents the returned data in response to a request operation.

VpcPeeringAuthorization

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.

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

VpcPeeringConnection

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.

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

VpcPeeringConnectionStatus

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§

AcceptMatchError
Errors returned by AcceptMatch
ClaimGameServerError
Errors returned by ClaimGameServer
CreateAliasError
Errors returned by CreateAlias
CreateBuildError
Errors returned by CreateBuild
CreateFleetError
Errors returned by CreateFleet
CreateFleetLocationsError
Errors returned by CreateFleetLocations
CreateGameServerGroupError
Errors returned by CreateGameServerGroup
CreateGameSessionError
Errors returned by CreateGameSession
CreateGameSessionQueueError
Errors returned by CreateGameSessionQueue
CreateMatchmakingConfigurationError
Errors returned by CreateMatchmakingConfiguration
CreateMatchmakingRuleSetError
Errors returned by CreateMatchmakingRuleSet
CreatePlayerSessionError
Errors returned by CreatePlayerSession
CreatePlayerSessionsError
Errors returned by CreatePlayerSessions
CreateScriptError
Errors returned by CreateScript
CreateVpcPeeringAuthorizationError
Errors returned by CreateVpcPeeringAuthorization
CreateVpcPeeringConnectionError
Errors returned by CreateVpcPeeringConnection
DeleteAliasError
Errors returned by DeleteAlias
DeleteBuildError
Errors returned by DeleteBuild
DeleteFleetError
Errors returned by DeleteFleet
DeleteFleetLocationsError
Errors returned by DeleteFleetLocations
DeleteGameServerGroupError
Errors returned by DeleteGameServerGroup
DeleteGameSessionQueueError
Errors returned by DeleteGameSessionQueue
DeleteMatchmakingConfigurationError
Errors returned by DeleteMatchmakingConfiguration
DeleteMatchmakingRuleSetError
Errors returned by DeleteMatchmakingRuleSet
DeleteScalingPolicyError
Errors returned by DeleteScalingPolicy
DeleteScriptError
Errors returned by DeleteScript
DeleteVpcPeeringAuthorizationError
Errors returned by DeleteVpcPeeringAuthorization
DeleteVpcPeeringConnectionError
Errors returned by DeleteVpcPeeringConnection
DeregisterGameServerError
Errors returned by DeregisterGameServer
DescribeAliasError
Errors returned by DescribeAlias
DescribeBuildError
Errors returned by DescribeBuild
DescribeEC2InstanceLimitsError
Errors returned by DescribeEC2InstanceLimits
DescribeFleetAttributesError
Errors returned by DescribeFleetAttributes
DescribeFleetCapacityError
Errors returned by DescribeFleetCapacity
DescribeFleetEventsError
Errors returned by DescribeFleetEvents
DescribeFleetLocationAttributesError
Errors returned by DescribeFleetLocationAttributes
DescribeFleetLocationCapacityError
Errors returned by DescribeFleetLocationCapacity
DescribeFleetLocationUtilizationError
Errors returned by DescribeFleetLocationUtilization
DescribeFleetPortSettingsError
Errors returned by DescribeFleetPortSettings
DescribeFleetUtilizationError
Errors returned by DescribeFleetUtilization
DescribeGameServerError
Errors returned by DescribeGameServer
DescribeGameServerGroupError
Errors returned by DescribeGameServerGroup
DescribeGameServerInstancesError
Errors returned by DescribeGameServerInstances
DescribeGameSessionDetailsError
Errors returned by DescribeGameSessionDetails
DescribeGameSessionPlacementError
Errors returned by DescribeGameSessionPlacement
DescribeGameSessionQueuesError
Errors returned by DescribeGameSessionQueues
DescribeGameSessionsError
Errors returned by DescribeGameSessions
DescribeInstancesError
Errors returned by DescribeInstances
DescribeMatchmakingConfigurationsError
Errors returned by DescribeMatchmakingConfigurations
DescribeMatchmakingError
Errors returned by DescribeMatchmaking
DescribeMatchmakingRuleSetsError
Errors returned by DescribeMatchmakingRuleSets
DescribePlayerSessionsError
Errors returned by DescribePlayerSessions
DescribeRuntimeConfigurationError
Errors returned by DescribeRuntimeConfiguration
DescribeScalingPoliciesError
Errors returned by DescribeScalingPolicies
DescribeScriptError
Errors returned by DescribeScript
DescribeVpcPeeringAuthorizationsError
Errors returned by DescribeVpcPeeringAuthorizations
DescribeVpcPeeringConnectionsError
Errors returned by DescribeVpcPeeringConnections
GetGameSessionLogUrlError
Errors returned by GetGameSessionLogUrl
GetInstanceAccessError
Errors returned by GetInstanceAccess
ListAliasesError
Errors returned by ListAliases
ListBuildsError
Errors returned by ListBuilds
ListFleetsError
Errors returned by ListFleets
ListGameServerGroupsError
Errors returned by ListGameServerGroups
ListGameServersError
Errors returned by ListGameServers
ListScriptsError
Errors returned by ListScripts
ListTagsForResourceError
Errors returned by ListTagsForResource
PutScalingPolicyError
Errors returned by PutScalingPolicy
RegisterGameServerError
Errors returned by RegisterGameServer
RequestUploadCredentialsError
Errors returned by RequestUploadCredentials
ResolveAliasError
Errors returned by ResolveAlias
ResumeGameServerGroupError
Errors returned by ResumeGameServerGroup
SearchGameSessionsError
Errors returned by SearchGameSessions
StartFleetActionsError
Errors returned by StartFleetActions
StartGameSessionPlacementError
Errors returned by StartGameSessionPlacement
StartMatchBackfillError
Errors returned by StartMatchBackfill
StartMatchmakingError
Errors returned by StartMatchmaking
StopFleetActionsError
Errors returned by StopFleetActions
StopGameSessionPlacementError
Errors returned by StopGameSessionPlacement
StopMatchmakingError
Errors returned by StopMatchmaking
SuspendGameServerGroupError
Errors returned by SuspendGameServerGroup
TagResourceError
Errors returned by TagResource
UntagResourceError
Errors returned by UntagResource
UpdateAliasError
Errors returned by UpdateAlias
UpdateBuildError
Errors returned by UpdateBuild
UpdateFleetAttributesError
Errors returned by UpdateFleetAttributes
UpdateFleetCapacityError
Errors returned by UpdateFleetCapacity
UpdateFleetPortSettingsError
Errors returned by UpdateFleetPortSettings
UpdateGameServerError
Errors returned by UpdateGameServer
UpdateGameServerGroupError
Errors returned by UpdateGameServerGroup
UpdateGameSessionError
Errors returned by UpdateGameSession
UpdateGameSessionQueueError
Errors returned by UpdateGameSessionQueue
UpdateMatchmakingConfigurationError
Errors returned by UpdateMatchmakingConfiguration
UpdateRuntimeConfigurationError
Errors returned by UpdateRuntimeConfiguration
UpdateScriptError
Errors returned by UpdateScript
ValidateMatchmakingRuleSetError
Errors returned by ValidateMatchmakingRuleSet

Traits§

GameLift
Trait representing the capabilities of the Amazon GameLift API. Amazon GameLift clients implement this trait.