Expand description
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.
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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.
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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.
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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.
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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§
- Accept
Match Input Represents the input for a request operation.
- Accept
Match Output - Alias
Properties that describe an alias resource.
Related actions
CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task
- 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
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
- Certificate
Configuration 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.
- Claim
Game Server Input - Claim
Game Server Output - Create
Alias Input Represents the input for a request operation.
- Create
Alias Output Represents the returned data in response to a request operation.
- Create
Build Input Represents the input for a request operation.
- Create
Build Output Represents the returned data in response to a request operation.
- Create
Fleet Input Represents the input for a request operation.
- Create
Fleet Locations Input Represents the input for a request operation.
- Create
Fleet Locations Output Represents the returned data in response to a request operation.
- Create
Fleet Output Represents the returned data in response to a request operation.
- Create
Game Server Group Input - Create
Game Server Group Output - Create
Game Session Input Represents the input for a request operation.
- Create
Game Session Output Represents the returned data in response to a request operation.
- Create
Game Session Queue Input Represents the input for a request operation.
- Create
Game Session Queue Output Represents the returned data in response to a request operation.
- Create
Matchmaking Configuration Input Represents the input for a request operation.
- Create
Matchmaking Configuration Output Represents the returned data in response to a request operation.
- Create
Matchmaking Rule SetInput Represents the input for a request operation.
- Create
Matchmaking Rule SetOutput Represents the returned data in response to a request operation.
- Create
Player Session Input Represents the input for a request operation.
- Create
Player Session Output Represents the returned data in response to a request operation.
- Create
Player Sessions Input Represents the input for a request operation.
- Create
Player Sessions Output Represents the returned data in response to a request operation.
- Create
Script Input - Create
Script Output - Create
VpcPeering Authorization Input Represents the input for a request operation.
- Create
VpcPeering Authorization Output Represents the returned data in response to a request operation.
- Create
VpcPeering Connection Input Represents the input for a request operation.
- Create
VpcPeering Connection Output - Delete
Alias Input Represents the input for a request operation.
- Delete
Build Input Represents the input for a request operation.
- Delete
Fleet Input Represents the input for a request operation.
- Delete
Fleet Locations Input Represents the input for a request operation.
- Delete
Fleet Locations Output Represents the returned data in response to a request operation.
- Delete
Game Server Group Input - Delete
Game Server Group Output - Delete
Game Session Queue Input Represents the input for a request operation.
- Delete
Game Session Queue Output - Delete
Matchmaking Configuration Input Represents the input for a request operation.
- Delete
Matchmaking Configuration Output - Delete
Matchmaking Rule SetInput Represents the input for a request operation.
- Delete
Matchmaking Rule SetOutput Represents the returned data in response to a request operation.
- Delete
Scaling Policy Input Represents the input for a request operation.
- Delete
Script Input - Delete
VpcPeering Authorization Input Represents the input for a request operation.
- Delete
VpcPeering Authorization Output - Delete
VpcPeering Connection Input Represents the input for a request operation.
- Delete
VpcPeering Connection Output - Deregister
Game Server Input - Describe
Alias Input Represents the input for a request operation.
- Describe
Alias Output Represents the returned data in response to a request operation.
- Describe
Build Input Represents the input for a request operation.
- Describe
Build Output Represents the returned data in response to a request operation.
- DescribeE
C2Instance Limits Input Represents the input for a request operation.
- DescribeE
C2Instance Limits Output Represents the returned data in response to a request operation.
- Describe
Fleet Attributes Input Represents the input for a request operation.
- Describe
Fleet Attributes Output Represents the returned data in response to a request operation.
- Describe
Fleet Capacity Input Represents the input for a request operation.
- Describe
Fleet Capacity Output Represents the returned data in response to a request operation.
- Describe
Fleet Events Input Represents the input for a request operation.
- Describe
Fleet Events Output Represents the returned data in response to a request operation.
- Describe
Fleet Location Attributes Input Represents the input for a request operation.
- Describe
Fleet Location Attributes Output Represents the returned data in response to a request operation.
- Describe
Fleet Location Capacity Input Represents the input for a request operation.
- Describe
Fleet Location Capacity Output Represents the returned data in response to a request operation.
- Describe
Fleet Location Utilization Input Represents the input for a request operation.
- Describe
Fleet Location Utilization Output Represents the returned data in response to a request operation.
- Describe
Fleet Port Settings Input Represents the input for a request operation.
- Describe
Fleet Port Settings Output Represents the returned data in response to a request operation.
- Describe
Fleet Utilization Input Represents the input for a request operation.
- Describe
Fleet Utilization Output Represents the returned data in response to a request operation.
- Describe
Game Server Group Input - Describe
Game Server Group Output - Describe
Game Server Input - Describe
Game Server Instances Input - Describe
Game Server Instances Output - Describe
Game Server Output - Describe
Game Session Details Input Represents the input for a request operation.
- Describe
Game Session Details Output Represents the returned data in response to a request operation.
- Describe
Game Session Placement Input Represents the input for a request operation.
- Describe
Game Session Placement Output Represents the returned data in response to a request operation.
- Describe
Game Session Queues Input Represents the input for a request operation.
- Describe
Game Session Queues Output Represents the returned data in response to a request operation.
- Describe
Game Sessions Input Represents the input for a request operation.
- Describe
Game Sessions Output Represents the returned data in response to a request operation.
- Describe
Instances Input Represents the input for a request operation.
- Describe
Instances Output Represents the returned data in response to a request operation.
- Describe
Matchmaking Configurations Input Represents the input for a request operation.
- Describe
Matchmaking Configurations Output Represents the returned data in response to a request operation.
- Describe
Matchmaking Input Represents the input for a request operation.
- Describe
Matchmaking Output Represents the returned data in response to a request operation.
- Describe
Matchmaking Rule Sets Input Represents the input for a request operation.
- Describe
Matchmaking Rule Sets Output Represents the returned data in response to a request operation.
- Describe
Player Sessions Input Represents the input for a request operation.
- Describe
Player Sessions Output Represents the returned data in response to a request operation.
- Describe
Runtime Configuration Input Represents the input for a request operation.
- Describe
Runtime Configuration Output Represents the returned data in response to a request operation.
- Describe
Scaling Policies Input Represents the input for a request operation.
- Describe
Scaling Policies Output Represents the returned data in response to a request operation.
- Describe
Script Input - Describe
Script Output - Describe
VpcPeering Authorizations Input - Describe
VpcPeering Authorizations Output - Describe
VpcPeering Connections Input Represents the input for a request operation.
- Describe
VpcPeering Connections Output Represents the returned data in response to a request operation.
- Desired
Player Session Player information for use when creating player sessions using a game session placement request with StartGameSessionPlacement.
- EC2Instance
Counts 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.
- EC2Instance
Limit 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
- 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
- Filter
Configuration 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.
- Fleet
Attributes Describes a GameLift fleet of game hosting resources.
Related actions
- Fleet
Capacity 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
- Fleet
Utilization 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
- 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 GameLift Developer Guide.
- Game
Server 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 callingDeregisterGameServer
. A game server is claimed to host a game session by callingClaimGameServer
.Related actions
RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task
- Game
Server Group 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 callingDeleteGameServerGroup
. Game server group activity can be temporarily suspended and resumed by callingSuspendGameServerGroup
andResumeGameServerGroup
, respectively.Related actions
CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task
- Game
Server Group Auto Scaling Policy 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.
- Game
Server Instance 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
- 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.
Related actions
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
- Game
Session Connection Info 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.
- 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 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
- Game
Session Queue Destination 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.
- GetGame
Session LogUrl Input Represents the input for a request operation.
- GetGame
Session LogUrl Output Represents the returned data in response to a request operation.
- GetInstance
Access Input Represents the input for a request operation.
- GetInstance
Access Output 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
- 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 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
- Launch
Template Specification 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.
- List
Aliases Input Represents the input for a request operation.
- List
Aliases Output Represents the returned data in response to a request operation.
- List
Builds Input Represents the input for a request operation.
- List
Builds Output Represents the returned data in response to a request operation.
- List
Fleets Input Represents the input for a request operation.
- List
Fleets Output Represents the returned data in response to a request operation.
- 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 - Location
Attributes Represents a location in a multi-location fleet.
Related actions
- Location
Configuration A remote location where a multi-location fleet can deploy EC2 instances for game hosting.
Related actions
- Location
State 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
- 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.
-
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.
-
- 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.
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.
- 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 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.
- Player
Session 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 isACTIVE
). 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
- Priority
Configuration 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.
-
- PutScaling
Policy Input Represents the input for a request operation.
- PutScaling
Policy Output Represents the returned data in response to a request operation.
- Register
Game Server Input - Register
Game Server Output - Request
Upload Credentials Input Represents the input for a request operation.
- Request
Upload Credentials Output Represents the returned data in response to a request operation.
- Resolve
Alias Input Represents the input for a request operation.
- Resolve
Alias Output Represents the returned data in response to a request operation.
- Resource
Creation Limit Policy 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 byCreatorId
) has created fewer than game session limit in the specified time period.The resource creation limit policy is included in FleetAttributes.
- Resume
Game Server Group Input - Resume
Game Server Group Output - Routing
Strategy The routing configuration for a fleet alias.
Related actions
CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task
- Runtime
Configuration 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
- 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.
- Scaling
Policy 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
- Search
Game Sessions Input Represents the input for a request operation.
- Search
Game Sessions Output Represents the returned data in response to a request operation.
- Server
Process 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.
- Start
Fleet Actions Input Represents the input for a request operation.
- Start
Fleet Actions Output Represents the returned data in response to a request operation.
- Start
Game Session Placement Input Represents the input for a request operation.
- Start
Game Session Placement Output Represents the returned data in response to a request operation.
- Start
Match Backfill Input Represents the input for a request operation.
- Start
Match Backfill Output Represents the returned data in response to a request operation.
- Start
Matchmaking Input Represents the input for a request operation.
- Start
Matchmaking Output Represents the returned data in response to a request operation.
- Stop
Fleet Actions Input Represents the input for a request operation.
- Stop
Fleet Actions Output Represents the input for a request operation.
- Stop
Game Session Placement Input Represents the input for a request operation.
- Stop
Game Session Placement Output Represents the returned data in response to a request operation.
- Stop
Matchmaking Input Represents the input for a request operation.
- 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 actions
TagResource | UntagResource | ListTagsForResource | All APIs by task
- 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.
Related actions
DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task
- Target
Tracking Configuration 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.- Untag
Resource Request - Untag
Resource Response - Update
Alias Input Represents the input for a request operation.
- Update
Alias Output Represents the returned data in response to a request operation.
- Update
Build Input Represents the input for a request operation.
- Update
Build Output Represents the returned data in response to a request operation.
- Update
Fleet Attributes Input Represents the input for a request operation.
- Update
Fleet Attributes Output Represents the returned data in response to a request operation.
- Update
Fleet Capacity Input Represents the input for a request operation.
- Update
Fleet Capacity Output Represents the returned data in response to a request operation.
- Update
Fleet Port Settings Input Represents the input for a request operation.
- Update
Fleet Port Settings Output Represents the returned data in response to a request operation.
- 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 operation.
- Update
Game Session Output Represents the returned data in response to a request operation.
- Update
Game Session Queue Input Represents the input for a request operation.
- Update
Game Session Queue Output Represents the returned data in response to a request operation.
- Update
Matchmaking Configuration Input Represents the input for a request operation.
- Update
Matchmaking Configuration Output Represents the returned data in response to a request operation.
- Update
Runtime Configuration Input Represents the input for a request operation.
- Update
Runtime Configuration Output Represents the returned data in response to a request operation.
- Update
Script Input - Update
Script Output - Validate
Matchmaking Rule SetInput Represents the input for a request operation.
- Validate
Matchmaking Rule SetOutput Represents the returned data in response to a request operation.
- 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.
Related actions
CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
- 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.
Related actions
CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
- 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
Fleet Locations Error - Errors returned by CreateFleetLocations
- 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
Fleet Locations Error - Errors returned by DeleteFleetLocations
- 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 Location Attributes Error - Errors returned by DescribeFleetLocationAttributes
- Describe
Fleet Location Capacity Error - Errors returned by DescribeFleetLocationCapacity
- Describe
Fleet Location Utilization Error - Errors returned by DescribeFleetLocationUtilization
- 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 Server Instances Error - Errors returned by DescribeGameServerInstances
- 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.