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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
Represents the input for a request operation.
Properties that describe an alias resource.
Related actions
CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task
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.
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.
Properties describing a custom game build.
Related actions
CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task
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.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the input for a request operation.
Represents the input for a request operation.
Represents the input for a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the input for a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the input for a request operation.
Represents the input for a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Player information for use when creating player sessions using a game session placement request with StartGameSessionPlacement.
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.
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
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
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.
Describes a GameLift fleet of game hosting resources.
Related actions
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
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
A client for the Amazon GameLift API.
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.
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
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
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.
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
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
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.
A game session's properties plus the protection policy currently in force.
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:
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
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.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
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
Information required to remotely connect to a fleet instance. Access is requested by calling GetInstanceAccess.
Set of credentials required to remotely access a fleet instance. Access credentials are requested by calling GetInstanceAccess and returned in an InstanceAccess object.
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.
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
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.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
A remote location where a multi-location fleet can deploy EC2 instances for game hosting.
Related actions
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
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.
Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
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.
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.
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
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.
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.
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.
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
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:
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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.
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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.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
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.
The routing configuration for a fleet alias.
Related actions
CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task
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
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.
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
Properties describing a Realtime script.
Related actions
CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
Represents the input for a request operation.
Represents the returned data in response to a request operation.
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.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the input for a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
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
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
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.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
Represents the input for a request operation.
Represents the returned data in response to a request operation.
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
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
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
Errors returned by AcceptMatch
Errors returned by ClaimGameServer
Errors returned by CreateAlias
Errors returned by CreateBuild
Errors returned by CreateFleet
Errors returned by CreateFleetLocations
Errors returned by CreateGameServerGroup
Errors returned by CreateGameSession
Errors returned by CreateGameSessionQueue
Errors returned by CreateMatchmakingConfiguration
Errors returned by CreateMatchmakingRuleSet
Errors returned by CreatePlayerSession
Errors returned by CreatePlayerSessions
Errors returned by CreateScript
Errors returned by CreateVpcPeeringAuthorization
Errors returned by CreateVpcPeeringConnection
Errors returned by DeleteAlias
Errors returned by DeleteBuild
Errors returned by DeleteFleet
Errors returned by DeleteFleetLocations
Errors returned by DeleteGameServerGroup
Errors returned by DeleteGameSessionQueue
Errors returned by DeleteMatchmakingConfiguration
Errors returned by DeleteMatchmakingRuleSet
Errors returned by DeleteScalingPolicy
Errors returned by DeleteScript
Errors returned by DeleteVpcPeeringAuthorization
Errors returned by DeleteVpcPeeringConnection
Errors returned by DeregisterGameServer
Errors returned by DescribeAlias
Errors returned by DescribeBuild
Errors returned by DescribeEC2InstanceLimits
Errors returned by DescribeFleetAttributes
Errors returned by DescribeFleetCapacity
Errors returned by DescribeFleetEvents
Errors returned by DescribeFleetLocationAttributes
Errors returned by DescribeFleetLocationCapacity
Errors returned by DescribeFleetLocationUtilization
Errors returned by DescribeFleetPortSettings
Errors returned by DescribeFleetUtilization
Errors returned by DescribeGameServer
Errors returned by DescribeGameServerGroup
Errors returned by DescribeGameServerInstances
Errors returned by DescribeGameSessionDetails
Errors returned by DescribeGameSessionPlacement
Errors returned by DescribeGameSessionQueues
Errors returned by DescribeGameSessions
Errors returned by DescribeInstances
Errors returned by DescribeMatchmakingConfigurations
Errors returned by DescribeMatchmaking
Errors returned by DescribeMatchmakingRuleSets
Errors returned by DescribePlayerSessions
Errors returned by DescribeRuntimeConfiguration
Errors returned by DescribeScalingPolicies
Errors returned by DescribeScript
Errors returned by DescribeVpcPeeringAuthorizations
Errors returned by DescribeVpcPeeringConnections
Errors returned by GetGameSessionLogUrl
Errors returned by GetInstanceAccess
Errors returned by ListAliases
Errors returned by ListBuilds
Errors returned by ListFleets
Errors returned by ListGameServerGroups
Errors returned by ListGameServers
Errors returned by ListScripts
Errors returned by ListTagsForResource
Errors returned by PutScalingPolicy
Errors returned by RegisterGameServer
Errors returned by RequestUploadCredentials
Errors returned by ResolveAlias
Errors returned by ResumeGameServerGroup
Errors returned by SearchGameSessions
Errors returned by StartFleetActions
Errors returned by StartGameSessionPlacement
Errors returned by StartMatchBackfill
Errors returned by StartMatchmaking
Errors returned by StopFleetActions
Errors returned by StopGameSessionPlacement
Errors returned by StopMatchmaking
Errors returned by SuspendGameServerGroup
Errors returned by TagResource
Errors returned by UntagResource
Errors returned by UpdateAlias
Errors returned by UpdateBuild
Errors returned by UpdateFleetAttributes
Errors returned by UpdateFleetCapacity
Errors returned by UpdateFleetPortSettings
Errors returned by UpdateGameServer
Errors returned by UpdateGameServerGroup
Errors returned by UpdateGameSession
Errors returned by UpdateGameSessionQueue
Errors returned by UpdateMatchmakingConfiguration
Errors returned by UpdateRuntimeConfiguration
Errors returned by UpdateScript
Errors returned by ValidateMatchmakingRuleSet
Traits
Trait representing the capabilities of the Amazon GameLift API. Amazon GameLift clients implement this trait.